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A provocative and original history of the scientists and writers, artists and philosophers who took drugs to explore the hidden regions of the mind Until the twentieth century, scientists investigating the effects of drugs on the mind did so by experimenting on themselves. Vivid descriptions of drug experiences sparked insights across the mind sciences, pharmacology, medicine, and philosophy. Accounts in journals and literary fiction inspired a fascinated public to make their own experiments--in scientific demonstrations, on exotic travels, at literary salons, and in occult rituals. But after 1900 drugs were increasingly viewed as a social problem, and the long tradition of self-experimentation began to disappear. From Sigmund Freud's experiments with cocaine to William James's epiphany on nitrous oxide, Mike Jay brilliantly recovers a lost intellectual tradition of drug-taking that fed the birth of psychology, the discovery of the unconscious, and the emergence of modernism. Today, as we embrace novel cognitive enhancers and psychedelics, the experiments of the original psychonauts reveal the deep influence of mind-altering drugs on Western science, philosophy, and culture.
This manual describes a powerful new technique for empowering your and your fellow psychonauts explorations of the Mind and the Cosmos. Shared Interactive Visualisations is a technique that is reminiscent with active imagination, pathworking or guided visualisation but is collective and interactive. Connect your imagination to that of your team mates and embark on a quest to seek out and explore strange new worlds and life forms.You are invited to a journey that will change the way you perceive the Universe!
BradyGames' Psychonauts Official Strategy Guide includes the following: WALKTHROUGH WITH AREA MAPS - important locations and items are indicated! REAL WORLD ITEM LOCATOR - for those who don't need a walkthrough, but want help finding every item! BASIC BRAINING -- learn everything from basic controls to earning badges! AND MORE -- character information and cheats! Platform: PlayStation 2, Xbox, & PC Genre: Action/Adventure This product is available for sale in North America only.
“The most original and probably the most important writer on Magick since Aleister Crowley."—Robert Anton Wilson, author of the Prometheus Rising and other works Peter Carroll’s classic work has been profound influence on the Western magical world and on the practice of chaos magick in particular. In Liber Null and Psychonaut, Carroll presents an approach to the practice of magic that draws on the foundations of shamanism and animism, as well as that found in the Greek magical papyri, the occult works of Eliphas Levi and Aleister Crowley, and the esoteric meditative practices of classical India and China. Also very much at work in the text are 20th century scientific ideas of quantum physics and chaos theory. The result is a profoundly original work of magical studies that also includes a selection of extremely powerful rituals and exercises for committed occultists with instructions that lead the reader through new concepts and practices to achieve Carroll’s definition of magic itself: the raising of the whole individual in perfect balance to the power of infinity. This Weiser Classics edition is a thoroughly revised republication of Liber Null and Psychonaut, first published by Weiser in 1987, and includes a new foreword by Ronald Hutton, a leading authority on modern witchcraft and paganism.
Psychedelic sketch book for hallucinogenic experiences, trips, and exploring consciousness This Psychedelic sketch Journal for psychonauts is the perfect gift for any trippers or trip sitters looking to record and share (or keep private) their psychedelic experiences with hallucinogenic substances. This colourful psychonaut notebook is for psychedelic adventurers to record their mind altering experiences, trips, new thoughts and feelings while taking heroic doses and paths of deep self exploration. This 120 page journal has been designed specifically for those who are drawing or sketching under the influence of psychoactive substances. Pages have been designed specifically by trippers, for trippers. Create artwork like never before with this tripping sketch pad for all. Perfect gift journal for artist friends, family and loved ones who use psychedelics to enhance their lives and state of consciousness. Sketch journal with 120 pages. The tie dye journal cover was designed for someone that is an advocate for psychedelic substances that also likes to show off some their art with this trippy cover design. These substances were made to be used, and to better us as people, and this notebook is here to help you spread the good word that may come with these experiences. It is also suitable for those who enjoy organic chemistry and the synthesis of these substances. Soft cover perfect bound Tie Dye Trippy Psychonaut cover 120 pages of sketch pape Printed on medium thickness premium white paper Perfect for markers, pens and pencils 6x9 inch - perfect size for easy transportation
In fewer than fifty years videogames have become one of the most popular forms of entertainment, but which are the best games, the ones you must play? This action packed book presents the best videogames from around the world - from 80's classic Donkey Kong to Doom, Frogger and Final Fantasy. Covering everything from old favourites to those breaking new ground, these are the games that should not be missed. Video game expert Tony Mott presents 1001 of the best video games from around the world and on all formats, from primitive pioneering consoles like Atari's VCS to modern-day home entertainment platforms such as Sony's PlayStation 3. 1001 VIDEO GAMES defines arcade experiences that first turned video gaming into a worldwide phenomenon such as Space Invaders, Asteroids, and Pac-Man - games that made the likes of Atari, Sinclair and Commadore household names. It also includes the games that have taken the console era by storm from Nintendo Wii to Sony Playstation and beyond - games of the modern era that have become cultural reference points in their own right including multi-million selling series such as Halo, Grand Theft Auto and Resident Evil. For aficionados this is a keepsake - charting the highlights of the past fifty years giving them key information for games they must play. For those just discovering the appeal of gaming this extensive volume will provide everything they need to ensure they don't miss out on the games that revolutionized this overwhelmingly popular medium.
“GRIPPING . . . the kind of book you simply don’t want to stop reading.”—Neil Gaiman He calls himself Halloween. He is a unique student attending a most prestigious boarding school—the Idlewild Immersive Virtual Reality Academy. While his body sleeps, his mind interacts with those of his fellow students under the tutelage of the enigmatic artificial intelligence known as Maestro. An inexplicable energy surge has damaged the IVR and fragmented Halloween’s mind. Convinced this anomaly was deliberately triggered to kill him, Halloween is desperate to recover his memories—only to discover a devastating revelation about his true existence. “Idlewild builds, not just in tension but in what it demands from the reader, ending up as a dark exploration of hidden realities.”—The Guardian “Sagan provides plenty of suspense and perfectly captures the angry adolescent solipsism that makes kids into hackers and superheroes.”—Entertainment Weekly
This book analyses common perceptions about drink-spiking, a pervasive fear for many and sometimes a troubling reality. Ideas about spiked drinks have shaped the way we think about drugs, alcohol, criminal law, risk, nightspots, and socializing for over one hundred and fifty years, since the rise of modern anaesthesia and synthetic 'pharma-ubiquity'. The book offers a wide-ranging look at the constantly shifting cultural and gender politics of 'psycho-chemical treachery'. It provides rich case histories, assesses evolving scientific knowledge, and analyses the influence of social forces as disparate as Temperance and the acid enthusiasts of the 1960s. Drawing on interdisciplinary research, the book will be of great interest to upper-level students and scholars of criminal law, forensic science, public health, and social movements.
World-renowned anthropologist and ethnopharmacologist Christian Ratsch provides the latest scientific updates to this classic work on psychoactive flora by two eminent researchers. • Numerous new and rare color photographs complement the completely revised and updated text. • Explores the uses of hallucinogenic plants in shamanic rituals throughout the world. • Cross-referenced by plant, illness, preparation, season of collection, and chemical constituents. Three scientific titans join forces to completely revise the classic text on the ritual uses of psychoactive plants. They provide a fascinating testimony of these "plants of the gods," tracing their uses throughout the world and their significance in shaping culture and history. In the traditions of every culture, plants have been highly valued for their nourishing, healing, and transformative properties. The most powerful of those plants, which are known to transport the human mind into other dimensions of consciousness, have always been regarded as sacred. The authors detail the uses of hallucinogens in sacred shamanic rites while providing lucid explanations of the biochemistry of these plants and the cultural prayers, songs, and dances associated with them. The text is lavishly illustrated with 400 rare photographs of plants, people, ceremonies, and art related to the ritual use of the world's sacred psychoactive flora.
A bold cartography of the inner landscape visible only to those experiencing altered states • Presents the psychedelic experience as an objective landscape that embodies the Other, rather than a subjective state of mind • Provides corroboration of phenomena encountered by those who venture into this domain Journeying into the invisible world revealed by his use of the dissociative psychedelic DXM (dextromethorphan), Dan Carpenter found that what he experienced was not simply subjective sensations and psychological states but an objective world of familiar, if inordinately odd, landmarks and characters. The running diary he kept of these voyages recounts impressions of a landscape charted by other travelers into this Inner Space and includes descriptions of many of the same phenomena recorded by such mind travelers as Terence and Dennis McKenna, Alexander and Ann Shulgin, and others who have experienced the hive mind--the pool of all consciousness. Into this territory where expression is like chaos theory, where oddly symmetrical order manifests out of the seemingly anarchic swirl of images and events, the author ventures with the mind-set of a naturalist, accepting whatever might be rather than what he hopes he might find. What emerges is not a location crafted by subjective experience, but a landscape that embodies the Other and that represents a conscious state in which the barriers between the self and the not-self dissolve.