In Sector Operations Bulletin 8 LRH mentions using vector analysis.

The following Hat Write Up is provided to assist understanding of vector analysis.

Hat Write Up By David Griffin - Advice Only – Not an LRH Issue

A vector is a directed movement.

A Vector Analysis Board (VAB) is a board on which the various goals, barriers, players and pieces are represented by icons, or objects, along with the various vectors being employed. For example, a small model of a building can represent an actual building, a small model of a cruiser represents an actual one deployed, etc. Arrows of various sizes are utilized to represent vectors, the size representing the strength of the vector. Colors are further utilized for identification and distinction of various forces, objects, and vectors.

A VAB is something that is often used in playing large complex games which have multiple levels, or planning and monitoring of large, complex plans and scenarios.

Existing military forces on this planet currently utilize a crude form of this.

A VAB is rarely a single level. VABs are made so that levels can be added as the complexity of the game increases. The boards themselves are transparent, and by utilizing spacers, layer after layer can be added. In this way, players can be represented on one
level, assistant players on another level, pieces on another, etc. I have seen them stacked eight levels deep or more. Often, vectors on one level can be pushing towards a goal on another.

A good game player is able to play on multiple levels simultaneously. A really good player, however, has no need of a VAB as he is able to track these things in his mind without the need for physical representations.

When properly done however, one can see at a glance all the forces one has deployed, the goals one is striving for, the various vectors being utilized by self and opponent, etc. The VAB is thus a model of the actual game in progress, and when done properly, gives one a
pan-determined view of the on-going game.

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This is my current estimate of the VABs as they are presently arrayed related to Earth. Note that they will not long be like this:


VAB 0

The Masses. On the lowest level VAB is the vast majority of people on the planet who know nothing of what we are talking about, and are simply pieces and broken pieces in a game they don't even know they are a part of. They punch the time-clock everyday, and sit on the couch drinking a beer and watching the game as a spectator.

There is a tremendous industry on this planet built around keeping people on this level which includes entertainment and control of the media, recreation, current fashions, "making money", buying the latest toys, "the american dream", etc., etc. Anything to keep them active at and focused on this level.


VAB 1

Just above the "masses" you find various groups which, although seeking enlightenment and spirituality, have been infiltrated and corrupted over the years, just like all religions on the planet. While much true and useful data can be found in these areas, it is also intentionally riddled with false data designed to keep people from moving any higher.
Much of the New Age movement is in this category, as well as various UFO
investigation groups.

Also on this level are critics and debunkers. These are active and dupe agents who constantly invalidate these various "movements" and the data within them, trying to get people to go back down to the lower level and accept the "reality" of the masses. Various debunking and disinformation projects are run on this level from above.

For those who remain on this level, there is also a burgeoning industry built around this area which includes feeding false data into the area and convincing people they are on a much higher level than they are. The end product would be "love and light" people, who believe that simply by thinking happy thoughts, meditating with crystals and feeling love for everyone, the world's problems will be solved.


VAB 2

Here we have the lower level rank-and-file within the church who discovering the truth in Scientology, believe that they have risen above the trap, that everything is wonderful, that management is on-source, and that they are all going happily up the Bridge and clearing the planet. They are, of course, being deluded and are currently PTS to a suppressive management.

Due to the Enslavers currently controlling the church, many inside who try to make it to OT, end up going down the tone scale instead, and no one ever makes it to OT.


VAB 3

Someone who manages to see what is currently going on in the church and rise past it will inevitably encounter this level. This is a critical point in the game at which the Enslavers must stop people and turn them back. This is the "freezone", and in this area we find a great many operations all designed to keep a person from progressing any further. We find altered, destructive "tech" being actively promoted as "improved" and "beyond" Scientology, massive deprogramming operations, rabid critics, etc.

On this level we also have lower level church management and people like "Freddie T from RTC" who know that things are not as they appear to the "common folk", but are trying to hide that fact and keep it covered up by defending the current management, justifying their suppressive overts and whitewashing what has been exposed. They are trying to maintain the status quo within the church.


Also on this level, but apparently opposed, we find the agents who are happy to talk about all the alterations of the tech and how the current management has corrupted the tech and the Bridge, as it suits their purpose as a part of the overall Black Propaganda campaign against Scientology in-general. However, discussion on certain topics is forbidden by their handlers.

On this particular VAB, we see much public activity which is intended to keep people's attention focused here or below.


VAB 4

Next is the first governmental layer. On this level we find various governmental agencies which carry out investigations and prosecutions, and run the "public" agencies. Also on this level are the lower-level Masons and members of other fraternal organizations.


VAB 5

The second governmental VAB contains various intelligence agencies and military intelligence. This is the level at which we find remote-viewing projects and fairly well-known "secret" projects. Here also are the higher-level Freemasons and others in the lower to mid-level ranks of the Illuminati. Many on this level are aware of extraterrestrial
involvement in Earth's planetary affairs. Very advanced and exotic technology exists on this level. Use of limited psychotronics, implanting and mind-control projects are carried out at this level. Oddly enough, this appears to be the level where the upper level of International Management is as well.


VAB 6

The third governmental VAB is the real government - the shadow government. Here you find an odd mix of various secret society types, highly-placed military and intelligence personnel, and junior-level Marcabians. This is also the upper level of the Illuminati. On this level we find certain "royal" and "illuminated" families and bloodlines. This would be what is referred to by many as the "New World Order". Extraterrestrial intelligence data and technology is widely used on this level. The upper management of CST appears to be at this level.


VAB 7

Marcabian heirarchy. This is the ruling body for the planet that pulls the strings for all of the lower level VABs, and certain of the "special directors" for CST appear to exist at this level. And sitting at the top of all this is the Council of Three, currently consisting of
Malehedrek (aka Malek), Sarduk, and Jordain who filled the vacant post left by Devaklor.


VAB 8

Marcabian Council. This is the ruling body back on Marcab which controls all of the planets, outposts, and installations which are a part of their federation. They also secretly oversee Marcabian implant stations. Other Marcabian-controlled planets have similar administrative and control structures as Earth.


VAB 9

Helatrobus


VAB 10

Implanters. This is actually an incredibly complex layer. On this level we have all manner of beings - beings in bodies; black thetans out of bodies; and beings such as those that you find in the OT 3 and OT 7 case. This is actually the real controlling layer for much of our society and Marcabian societies as well. The implanters run operations on all VABs below them, and their operations are what we call spiritual warfare. The implanters are currently running the Marcabian Council and the Marcabian heirarchy on Earth, as well as most below. The junior level implanters currently on Earth, located on VAB 5, are also run from this level.

There is also a heirarchy within the implanters organizations. At the lowest levels are the beings such as those found in the OT3 and OT 7 case. Above that we have beings such as those found in Rons Org Excalibur tech. Above this we find monitors who are, like the name implies - monitoring. They provide intelligence to the implanters by monitoring (in an exterior state) beings on the lower VABs. Above this we have actual implanters and those directing implant facilities (not those running the machines) such as Xenu. There are also facilities in which bodies-in-pawn are kept for remotely influencing beings located elsewhere in other bodies.

The reason Scientology is so ruthlessly fought, is because it puts a being at-cause over this layer of the game. On the OT levels, a being begins to discharge and take apart the organization of beings in his space and in his valence which are used to secretly control him. As a being progresses up through OT III and Excalibur, he begins to be able to actually address and audit the beings on this VAB.


VAB 11

Gatekeepers

VAB 12

Game board in another universe

VAB 13

Councils

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Introduction to Vector Management

A vector is a directed movement. Proper analysis of your opponent's arrayed vectors is crucial if these movements are to be utilized to advantage against him.

All movements have intention and energy behind them, and often much force as well. It is foolish to oppose these vectors when they can be used. Opposing vectors result in large energy usage and output with no appreciable gains, and should never be used as a main activity. Opposition moves should be utilized for the purposes of misdirection only, when one can afford to waste the energy that is required to initiate and maintain them.

The goal one should always strive for, of an opponent's vector is: reinforcing your opponent's vector to drive him towards your goal. Use his motion, do not fight it. There are four main vector movements that are employed: Reinforced Vector, Parallel Vector, Redirected Vector, and Circular Vector.


Reinforced Vector

If your opponent wishes to occupy point A, and you wish him to occupy point B, do not push him towards point B. Rather, occupy point A yourself and control it, and then, "help" your opponent to achieve his goal of occupying point A (which you have now changed to duplicate point B). This requires practically no energy output to attain, and if done properly, your opponent will believe that he has achieved his goal and not yours. Naturally, moves such as these must be coordinated with the proper Perception Control and PR assets to be completely successful.

Parallel Vector

Similar to the Reinforced Vector is the Parallel Vector. This is where one sets up a vector paralleling your opponent's which also mimics your opponent's vector, but it is heading towards your goal and not his. In order to be successful, the two goals must look identical to the untrained eye. Thus, one's vector and goal take on the color and appearance of your opponent's, and capitalize on it's strengths. This is most useful when your opponent's vector and position are very strong and well-known. Use this strength and popularity to bolster and reinforce your own vector. The two vectors and goals must be continually promoted as being the same, until the required flow has been diverted over onto your vector, away from your opponent's goal.

Redirected Vector

If neither of the above is possible, the third action one should strive for is a subtle redirection of your opponent's vector. On a vector analysis board, this would be a minimal change in vector accomplished by a slight adjustment at one point. The smaller the degree of change, the more effective it is. This requires minimal energy outlay, but often requires additional time.

There is a formula for determining the expected energy outlay versus the degree of change and expected time to completion, which will be covered later in the section on Redirection of Vectors. By knowing one element of the formula, one can solve for the unknowns, and so arrive at a base model scenario. For example, given the same time to completion, a change in vector of 30 degrees requires much more energy expenditure than a change in vector of 10 degrees. Likewise, a change in vector of 20 degrees accomplished in 1 year, requires much more energy outlay than a 5 degree change accomplished over 10 years, which both arrive at roughly the same point.

Circular Vector

Similar to the Redirected Vector above, this is also accomplished by the application of a steering vector, but the steering vector must be applied continuously while the arc is being formed. This type of vector management is most applicable to political operations requiring delicate and subtle maneuvers. By the intricate use of multiple steering vectors at different points, a complex sinous path around various obstacles can be obtained. While the outlay in raw energy can often be small, the requirement for continuous intelligence reassessment and multiple vector sources is crucial. While the most flexible and malleable of the three, this one requires the most work and attention to detail to complete successfully.

Opposing Vector

The last maneuver one would resort to would be the Opposing Vector, and if one has arrived at the use of this move, one has already failed at the game. This could possibly be used as a temporary holding action, but this is the only valid use in extreme situations only. One should immediately employ one of the above vector management techniques in order to move your opponent into a more desired direction.

By thoroughly understanding proper vector management and it's application in real-world scenarios, the Intelligence Manager will be able to properly utilize all of his opponent's movements and actions.