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THE DXM DRUG EXPERIENCE


This section discusses some of the effects you might expect to feel if you were to use DXM recreationally (which, for legal reasons, I recommend against).



3.1 What is the general character of a DXM experience?

This is a difficult question to answer, because DXM's effects tend to vary widely depending on the person, their set and setting, other drugs, their physiology, and so on. DXM, probably more than most drugs, tends to exert its (recreational) effects on plateaus, rather than being linearly dose-dependent. Within a given plateau, a given set of effects will occur (at a roughly dose-dependent strength). On the other hand, once the next plateau is reached, the feeling may change entirely. A reasonable analogy is water - it exists in three states (solid, liquid, and gas) which all can exist at varying temperatures (e.g., hot water and cold water), but which have different and characteristics.

Importantly, DXM and its metabolite, dextrorphan (DXO), produce different sets of effects. Normally, DXM is converted mostly or entirely into DXO, but with recreational doses, the conversion enzyme (P450-2D6) can saturate, leaving a mixture of DXM and DXO. Furthermore, another of DXM's metabolites - 3-methoxymorphinan - can also block this enzyme, so that taking divided doses leads to more DXM and less DXO than taking a combined dose of the same amount.

DXM's effects are in some ways much more subtle than DXO's. Whereas DXO produces a heavy "stoning" or intoxicating effect, DXM is only lightly intoxicating. DXM, however, can alter the thought processes, leading to highly abnormal, psychosis-like mental states. It is possible that DXM, via sigma activation, may induce a mental state similar to that of schizophrenia. Whether or not this is fun to you is, of course, up to you.

As to how many plateaus DXM exhibits, this is debatable. I previously listed three; however, some daring (or foolish) individuals have pushed into a qualitatively different level which I call the fourth plateau. Some people will undoubtedly disagree with this classification method, but I think this is the best way to represent DXM's effects. Note that both the third and fourth plateaus have significant dissociative characteristics, much like ketamine.

Keep in mind that the effects in different plateaus can be very different. For example, on the first plateau, DXM tends to have a stimulant effect, often quite potent. Upon reaching the second plateau, however, the stimulant effect may no longer be present.

The beginning of the end of a DXM trip can come abruptly. Often, the user will know when it's starting to end by noticing the return of normal sensory processing. Coming down from there may take a significant amount of time.

The following table can be used as a general guideline for the plateaus. For convenience I give example dosages in gelcaps and 3mg/ml syrup for 75kg and 150lb adults; adjust up or down by the amounts indicated per 10kg or 25lb. Calculating with the mg/kg is more accurate, but it's easy to make mistakes when using non-metric measures.

Dosage will vary considerably from person to person, by as much as 5 times! Also, these mg/kg figures should evidently be adjusted down for higher mass (e.g., maybe 6mg/kg to 13mg/kg third plateau for a 150kg adult). Note that kg = pounds * 0.45.


Table 1: DXM Plateaus and Dosages
Plateau First Second Third Fourth
Dosage Range (mg/kg)1.5-2.5 mg/kg 2.5-7.5 mg/kg 7.5-15 mg/kg >15mg/kg
Gelcaps (30mg) for 75kg adult 4 to 6 gelcaps 6 to 18 gelcaps 18 to 37 gelcaps>37 gelcaps
Adjust per 10kg 1/2 to 1 gelcap 1 to 2.5 gelcaps 2.5 to 5 gelcaps5 gelcaps
Gelcaps (30mg) for 150lb adult 3 to 5 gelcaps 5 to 17 gelcaps 17 to 34 gelcaps>34 gelcaps
Adjust per 25lb 1/2 to 1 gelcaps1 to 2.5 gelcaps 2.5 to 5.5 gelcaps5.5 gelcaps
Syrup (3mg/ml) for 75kg adult 37 to 62 ml 62 to 187 ml 187 to 375 ml >375 ml
Adjust per 10kg 5 to 8 ml 8 to 25 ml 25 to 50 ml 50 ml
Syrup (3mg/ml) for 150lb adult 2 tbsp to 2 oz (1/4 cup) 2 oz to 5.5 oz (2/3 cup) 5.5 oz to 11 oz (1 1/3 cup) >11oz
Adjust per 25lb 1 tsp to 2 tsp 2 tsp to 1 oz (1/8 cup) 2 tbsp to 2oz (1/4 cup) 2 oz

The specific effects at each plateau will be listed according to the following categories: Sensory, Cognitive, Motor, Memory, and Emotion.



3.2 The First Plateau

The first plateau generally occurs around 1.5 to 2.5 mg/kg, but this may vary enormously depending on metabolism and other factors. The first plateau is probably the hardest to hit; many people "overshoot" it. Please keep in mind that these effects listed are general effects, and that individual results may vary considerably.

A first plateau trip usually takes between 20 and 40 minutes to start (on an empty stomach), peaks about 1.5 to 2 hours later, and lasts between 4 and 6 hours. Gel capsules take up to 1 hour additional to dissolve. Hangovers are very rare from this plateau, but if they do occur, they tend to consist mainly of lethargy.

The primary effects of the first plateau are general euphoria, euphoria specifically linked to music and motion, slight disturbances in balance, moderate stimulation, and very slight intoxication. The intoxication and balance disturbances are similar to that induced by alcohol, but much weaker and without the mental confusion; there is little if any mental sluggishness or confusion with a first plateau trip.

Some people have difficulty hitting the first plateau. It can take several trials; as a general guideline, if you notice double vision, you've gone way too far. A lot of the more pleasurable first plateau effects, in particular the music euphoria, are set and setting dependent. Being in good physical condition, avoiding excessive caffeine, and being in a good mood are all important factors in achieving a good first plateau dose.


Sensory Effects

Most of the effects of the first plateau relate to the senses. The best known, and probably the most responsible for first plateau use of DXM, is the effect upon hearing (specifically upon music). Sounds may seem "richer" or "deeper", and music in particular is affected (the difference between listening to music on DXM versus sober has been compared to the difference between music in a concert hall versus on a cheap radio). In addition to the change in the nature of hearing itself, music can bring a sense of euphoria, often quite intense. In comparison to the positive effects on music reported by some users of cannabis, the DXM music effect is usually characterized as much "speedier".

The type of music with which this effect most strongly occurs will tend to vary from person to person. Rave music is one of the most commonly affected, possibly due to the regular beat (at higher plateaus especially, much of DXM's sensory effects seem beat or rhythm related). Classical and Celtic/folk also seems to be popular. Really, though, the strongest indicator of personal response to a given piece of music seems to be 1) that the user enjoys it, and 2) that it has an "intense" or thematic quality.

Visual effects are not particularly strong at this plateau. If present, they usually consist of motion trails (as if afterimages of each "frame" of vision were not clearing quickly enough). There may be some deterioration of stereoscopic vision (and thus depth perception). Colors may seem slightly more vivid.

Taste, smell, and touch do not seem to be appreciably affected, although some users have reported that taste and smell are enhanced and mildly euphoria-linked. Others have reported the same effect for touch.

Balance and body position sense can be significantly affected, ranging from a mild disturbance (some call it "sea legs") to a near total loss of position and balance sense (generally this only happens on upper plateaus). The changes seem to relate to an anesthesia of the body senses in particular. The effect (like the other sensory DXM effects) can be euphoric; some users like to roll around, do cartwheels, dance, march, whatever. Interestingly, I have not heard any reports of motion sickness (as might be expected if balance sense were blocked).



Cognitive Effects

Even though DXM has a slight "stoning" or intoxicating effect on the first plateau, there are surprisingly few deficits of cognitive function. Language is the most strongly affected, although these effects are usually limited to occasional word and syllable repetition (especially in already-repeated syllables, e.g., "banana" to "banananana"), spoonerism (e.g., "share boulders" instead of "bare shoulders"), and difficulty coming up with specific words.

Some users report that they feel more creative and capable of non-linear thought on DXM, and this seems to be maximized on the first and second plateaus. Whether this is, in fact, true, or just seems true because of the drug, I have no idea; to my knowledge there are no studies on this. Another cognitive characteristic that occasionally occurs at the first plateau (but more commonly at the second) is that things can seem much more interesting, or at least much less dull and boring, than they usually are. There may be an overall increase in approach-related behavior.

Many DXM users report a moderate to strong stimulant effect at the first plateau, which disappears at higher dosages. This seems to be enhanced by caffeine. One user reported being able to stay up for 48 hours by maintaining a first plateau level. (Note that I don't recommend this).

Another characteristic of first (and second) plateau trips is a lowering of inhibitions related to conversation. Many people find they can discuss painful or embarrassing topics without difficulty. This is usually described as a very positive effect, and those who have experienced it often state that they feel more comfortable with themselves after the trip. Some have reported a strengthening of friendships due to this effect. It's interesting that as the third plateau is approached, recall and discussion of such topics seems to become more and more "mandatory".



Motor Effects

The other main characteristic of a first plateau DXM trip is its effect upon motion and motor skills. Users tend to walk and move in specific ways (varying somewhat from person to person) characterized by large, fluid movements. In fact, it may be difficult to perform small or abrupt motion. Motor tasks initiated may continue beyond their targets (this can range from fun to distracting). To an outside observer, this can seem quite strange, especially the changes in gait. It is possible, however, to move normally.

These changes may be related to euphoria- linking of body kinetic sense (see Sensory Effects, above) which would make large and sweeping motions more enjoyable. It is also possible that something more directly involved in the planning and carrying out of complex motor tasks may be at work.



Memory Effects

The memory effects of a first plateau trip are slight but usually noticeable. Most of the effects probably come from a general deterioration of short-term memory. Working memory (the "train of thought") can become stuck in repetitive thoughts; other times it can be very easy to become distracted. Recall of events prior to the trip does not seem to be degraded. Encoding (i.e., making new memories) may be worsened, so that after the trip there is some difficulty in recalling events during the trip. Also probably because of the deterioration of short-term memory, it may be easy to lose track of time.



Emotional Effects

Mood enhancement is the most regular emotional effect of the first plateau; many people find themselves fairly bouncy and happy, occasionally euphoric. Unlike many drugs, there is not usually much "let-down" when the trip ends. Fear is rare at the first plateau. There may be a sense of energy or drive.

The effects upon libido evidently tend to vary from person to person. Some people report an increase in sex drive; others find that playing, physical contact, music, etc., seem much more interesting and enjoyable than sex. The effects on sexual performance itself are not very strong at the first plateau, though males may have some difficulty in achieving orgasm. When orgasm does occur, it is often accompanied by extreme muscle tension and profuse sweating.



3.3 The Second Plateau

With the second plateau (around 2.5-7.5mg/kg), several new effects become evident. The most profound is that DXM begins to take on a heavier "stoning" characteristic, and senses and cognitive function are affected accordingly. Hallucinations start for some people on the second plateau. Some of the first plateau effects, e.g., the music and motion linked euphoria, may diminish or stop entirely.

Second plateau trips usually take between 30 and 60 minutes to start (on an empty stomach), peak about 2 to 3 hours later, and last about 6 hours. Again, gel capsules take up to 1 hour additional to dissolve. Hangovers are not common with lower second plateau trips, but some people experience them.


Sensory Effects

The most general sensory effect of the second plateau is "flanging". Flanging, also called phlanging, phasing, stop-action, framing, strobing, etc., is the sensation that continuous sensory input has been chopped up into frames (as if you were watching a badly animated cartoon), often with some echo effect of each frame. There does not seem to be any loss of sensory content; instead, it is as if the ability to keep sensory input time-continuous were disturbed. The best analogy from other drugs may be the effects of nitrous oxide upon sound. The best analogy from non-drug experiences is listening to a voice through an echo/delay effects box (which is where the term "flanging" comes from).

An interesting and probably associated sensory phenomenon is that it seems as if one is aware of several temporal stages of sensory processing all at once. In other words, a sentence may be heard not sound for sound or word for word, but all at once (this is difficult to describe). Similarly, visual images may be jumbled together with previous images. This may be due to an excessive persistence of sensory buffering.

Vision in particular is changed on this plateau. Depth perception is often lost, and the ability to keep both eyes focused on the same thing is diminished (leading to slight double vision). This is most noticeable in people without a dominant eye.

Sound, as already mentioned, tends to be flanged. With the sense of touch, there is not necessarily flanging so much as a noticeable delay between the stimulus and recognition of it. Pain especially tends to be somewhat dissociated. Taste and smell are usually simply dulled, though a few people report a vastly improved sense of smell. The sense of balance is severely disrupted, as is body position and kinetic sense. Keep in mind that dissociation of pain and the disruption of body sense together make physical exertion somewhat risky, as it is possible to over-exert and not notice.

Hallucinations tend to begin at the second plateau (and in fact are the reason I distinguish this from the first plateau). Usually these are not "true" hallucinations, but instead are considerable enhancement of imagination, up to fully eidetic imagery (i.e., you experience lucidly what you imagine). This is especially powerful with memories; some users are able to re-experience past events, or "simulate" future events, as if actually there, interacting with the environment (I call this the "Holodeck Effect"). Many users report this to be quite useful for introspection.

Actual hallucinations, if they do exist, tend to be abstract and cartoon-like. There seems to be an emphasis on linear structures - long, thin lines, or long queues of simple objects. There may also be Lilliputian hallucinations (everything seems either way too big or way too small, or both). Some people find considerable similarity with fever hallucinations. This can be unpleasant to some people.

Your experiences throughout the day will influence the hallucinations you see and the imagery you can create. For example, if you have spent the day playing DOOM™, your hallucinations are likely to involve scenes and elements from the game. Eidetic imagery works a little different - you can conjure up images, but they are likely to have a "DOOM™-esque" feel to them (bitmapped textures, ugly walls, etc.). This is an interesting effect, and my hunch is that DXM hallucinations and imagery may be very dependent upon what's already stored in short term memory. So it might be worth planning the events of the day with your trip objectives in mind. This may also be possible to some extent during the trip itself; e.g., if you want to imagine yourself in space, go to a planetarium.



Cognitive Effects

Higher reasoning is still not appreciably affected at the second plateau; in fact one of the more interesting aspects of DXM at the first and second plateau may be its ability to disturb one function of the mind while leaving another almost untouched.

An interesting cognitive effect that is pronounced at the upper second through the third plateau is a change in self-referential thinking. Self-referential thoughts or ideas (e.g., "this statement is false") may seem much more easily understandable, both in the abstract and on a "gut level". Thoughts can, in fact, get quite abstract, sometimes to the point of seeming meaningless to other observers. Quite a few people have reported some sort of self-referential or abstracting aspect to thoughts, such as a "self-creating and self-invoking meme" that consists of the concept of itself. Another example is abstracting the concept of abstraction (and abstracting that, and so on and so on).

Language becomes difficult, partly due to cognitive changes (as in the first plateau) and partly due to difficulty in coordinating the mouth and tongue motions. Similarly, interpreting spoken language is difficult due to sensory flanging. However, thinking in language is still fairly easy.

The curious detachment from painful or embarrassing topics of conversation that occurs at the first plateau continues and is much stronger at this plateau. Again, this is generally viewed as a positive event, although if you're not prepared to encounter and possibly discuss your deepest, darkest secrets, you might want to avoid higher doses until you're comfortable with DXM.



Motor Effects

The first-plateau effects on motor skills continue to exist, and may be considerably stronger. Some users find themselves contorting their limbs into rigid positions, others may extend and stretch themselves. These effects are not always immediately apparent; when they are, the user usually reports that it just "feels right" to be in that position. It is still possible to override this.

Another accentuation of first-plateau motion effects that sometimes occurs is that the large, sweeping motions, once initiated, may continue for considerable time (looking somewhat like a cross between modern dance and Huntington's disease). Again, it just "feels right" to do.



Memory Effects

Short-term memory and working memory may be severely disturbed, although experience with DXM seems to help people compensate. Possibly because of the changes in memory, it may be very difficult to get bored, even with repetitive tasks. At this plateau, a lot of time may get lost, and the more mundane aspects of the trip are easily forgotten after it is over.



Emotional Effects

The other primary characteristic of the second plateau (hallucination being the first) is probably the motivational aspects. Repetitive, mundane, boring tasks suddenly become doable, and (if one can avoid distraction) may be easily accomplished, even if they take hours. There may be a considerable stimulant effect remaining at the second plateau. The euphoria from the first plateau continues but diminishes as dosage across the second plateau increases.



3.4 The Third Plateau

At the transition between the second and third plateau, (roughly 7.5 to 15mg/kg), several unrelated effects may occur. These probably belong more to the transitional stage than to a given plateau, and will be dealt with here.

The first is a sensation that has been described as the opening of nasal passages, being full of helium, losing one's body, or having one's heart stop beating. The actual effect is most likely a sudden cutoff of sensory input from within the body - everything from all the little aches and pains to the awareness of one's own heartbeat go away. This can be very disturbing if a naive user interprets it as heart failure!

The second transitional effect is a temporary loss of all sensory input (this does not always occur), as if one were in a sensory deprivation tank. This is often accompanied by severe Lilliputian hallucinations, probably because there is no internal size reference (since the rest of the universe has just gone away). One user reported feeling as if he shrunk down to the size of a proton, and the rest of the world were light-years away.

It is my opinion that these transitional effects occur because a critical level of NMDA receptor antagonism (blocking) has been reached, which profoundly changes the nature of the applicable neural networks (e.g., the hippocampus). DXM seems to show two of these major transitions, once at the beginning of the third plateau and once at the beginning of the fourth. Other NMDA blocking drugs (dissociative anesthetics) tend to have only one such transition.

The effects at the third plateau itself tend to be very intense, and often very different from earlier plateaus. It is much less "recreational" and much more "shamanic". Keep in mind that a third plateau trip can be terrifying to people who are not psychologically comfortable and prepared.



Sensory Effects

The flanging of visual effects, coupled with the loss of stereoscopic vision, becomes so strong that the brain seems to completely give up trying to process vision, leading to a sort of "chaotic blindness". Simple images (e.g., a candle flame) are still recognizable, although given the loss of stereoscopic vision one tends to see two of everything. More complex images, especially images that are not sharply defined, are difficult if not impossible to recognize. Vision, when possible, has a very dream-like quality to it.

Simple sounds are still understandable, and one can usually comprehend language, although it may be necessary for the speaker to phrase it in a complex rhythm (see Cognitive Effects). Music euphoria is rare. Touch, smell, and taste are subject to considerable anesthesia, and pain especially may be completely dissociated (it's still there, it just doesn't seem to apply). Body position, kinetic, and balance senses are similarly disrupted. Some people continue to report an enhanced sense of smell on the third plateau.

Hallucinations may continue, although they tend to be more abstract and "pre-sensory" rather than being predominantly visual. Oftentimes there is an overall sensation of being surrounded by "grey-ness", which brightens to white light as the dosage increases.

At the third plateau, the flanging of sensory input occurs both on a raw level (sounds, images) and on higher levels (words, phrases, faces, etc.) This is, to my knowledge, unique to DXM. Flanging may slow down and speed up, leading to periods of lucidity alternating with periods of semi-consciousness.



Cognitive Effects

Cognitive function becomes severely disrupted at the third plateau. Complex tasks, such as mathematics, may be very difficult (though some report little or no difficulty with such skills). Reaction time is significantly delayed. Decision-making is somewhat degraded, although conceptual thought is less affected than concrete thought.

Language changes can be quite profound. Sentences may stretch on and on, or alternately be very terse (I call this the "Hemingway Effect"). Words, syllables, and phrases are commonly repeated. This may be related to problems with working and short-term memory. Speech may occur in a very rigid (but not necessarily simple) rhythm, and the user may not respond to speech unless it is in a similar rhythm.

The normal "chatter" that goes on inside everyone's brain tends to slow down or stop at this plateau, leaving a feeling of mental peace and quiet. One person reported this as "it felt like the top of my skull was opened into a clear blue sky".



Motor Effects

At the third plateau it may be impossible to perform coordinated movements. The large, sweeping motions of the first and second plateau are no longer present. Instead, many users lack both the desire and ability to move at this plateau.

Well-learned motor tasks (e.g., speaking and typing) are still possible at this plateau, provided the user doesn't attempt to think about them. In particular, some users have reported that they were able to express their thoughts via typing, without even thinking about it or realizing they were doing so; however, when they looked at the screen or keyboard, they were no longer able to type. This is evidently a phenomenon unique to dissociative anesthetics.



Memory Effects

Short-term memory is seriously impaired; working memory is less impaired. Thoughts may get stuck in a loop. Memory encoding of the more mundane experiences of the trip tends to be very bad; expect to forget a lot of the trip itself (a few people report that they begin to recall events from the trip a few days after it has ended; I know of no mechanism for this). The sense of time can be quite distorted, both in terms of chronological placement of events and in the sense of the passage of time.

The day after a third plateau DXM trip, some users feel as if there were a break in the continuity of their memory, almost like the close of one chapter and the beginning of another. Some find this a very positive feeling, like a rebirth or rite of passage. It can be disconcerting if experienced without adequate foreknowledge and preparation.

One of the most significant memory effects that can occur at the third plateau is the spontaneous recall of memories, often memories which were hidden (consciously or not). This can be a positive experience if one is prepared to review the darkest secrets of one's past; otherwise it range from somewhat embarrassing to very unpleasant and disturbing. The user may also feel compelled to tell her or his companions about these memories (not always a good idea).



Emotional Effects

Mood can range from absolute mania to panic. Many people have independently reported feeling as if they were dying, with some sense of fear, although some people do not seem to associate fear with this. Some people report a great increase in approach behavior, as if every event and object were a new experience; others find irrational fears occurring (possibly due to body load).

Panic attacks have occurred at the third plateau. This can be a scary experience, especially if one finds one's heart rate skyrocketing due to the panic attack and doesn't know why. The best way to cope with this is to try and calm down, much the same as one would with a bad trip on any other hallucinogen.

DXM on the third plateau has a very "shamanic" feel to it. Part of this is due to the sense of rebirth, part from the recall of suppressed and/or partially forgotten memories (some similar effects which I formerly placed on the third plateau (e.g., feelings of contact with other beings) I now place on the fourth plateau as they tend to occur at substantially different dosage levels). Complete annihilation of self can occasionally occur (up to the point of forgetting one's identity) but does not seem to be especially dangerous.

Note that, to sober observers, the effects of a third plateau trip can seem very unusual and unpleasant (often much more than to the person tripping).



3.5 The Fourth Plateau

Information pertaining to the fourth plateau (roughly, above 15mg/kg) is limited, and what I have gathered will be presented as a general overview. Please note that dosages in these ranges are approaching the danger zone, and under no circumstances should anyone take this much DXM without a sober assistant who can take you to the hospital if the need arises! Fourth plateau doses are similar to fully dissociative doses of ketamine.

Generally, people entering the fourth plateau report that they lose all contact with their bodies, often suddenly. This can be somewhat frightening. In particular, the sense of breathing is one of those missing, and people have occasionally interpreted this as evidence that they were dead. The surrounding environment may be evenly colored (usually grey or white), or it may appear vividly realistic, or cartoon-like, or anywhere in between these.

Many users have reported experiences very similar to "out of body" and "near death" experiences. In such cases, many report that they have contacted other beings, whose reaction to the user is usually somewhere between curiosity and amusement. Contact with "superior being(s)" has also been reported, sometimes as a raw force, sometimes personified in some way. In the reports given to me, the "superior being" image is more often female than male.

Delusions can become fairly involved at this plateau; the crucial factor seems to be whether or not the individual realizes that the belief or thought is drug-induced. Some people, especially those more experienced at this level, have reported that although they were aware that their thoughts were delusional, they didn't really care at the time. In general these delusions are fairly harmless (e.g., "I am a flower in the middle of a field").

Generally an individual in this plateau won't be moving at all, which can be frightening to observers. In many ways this state resembles dreaming. If someone in this plateau does attempt to move, his or her attendants should be very sure that he or she is conscious of these actions, and not responding to a delusional environment.

Somewhat surprisingly, many cognitive abilities are still intact. Basic computational skills and long-term memory recall do not seem to be particularly affected. It is also possible for the "body" (actually body and some parts of the mind) to undergo fairly complex tasks while the conscious mind is dissociated.

One individual wrote the following of the fourth plateau trip, and I think it is a good explanation both of the trip and of its possible origins:

I've come to the conclusion that DXM is almost unique in it's ability to create a truly "alien" experience - one in which major aspects of one's humanity can become entirely irrelevant. Most obviously, one's body can be left behind; even forgotten. The experience of becoming or encountering bizarre life-forms seems at least somewhat common, as are weird, horizonless landscapes or space-scapes. I think alot of this "alieness" comes from having so many of one's ties to the familiar severed. When your body is gone, your mind loses its sense of how "big" or how "small" you are in relation to your surroundings. Hence hallucinations of huge things like galaxies, or of being as large as a mountain, as small as an atom, etc. I think the brain also misses subtle clues like the sensation of breathing, blood flowing through the veins, etc. - things which help remind you that you're human. And at some point, even your memories of the familiar may be suppressed.



3.6 Is there anything beyond the fourth plateau?

There may be yet another plateau beyond the fourth. One individual took 3000mg (I don't know his weight) and survived, although he regained consciousness in a strange location and remembered nothing of the trip. Given the toxicity of DXM at doses much higher than this, I don't think anyone should try and go there. You might not be able to come back.



3.7 What happens with long-term or regular use?

Long-term or regular use, especially in amounts above 6mg/kg daily, tends to produce several undesirable effects, some of which may be dangerous. These are discussed in detail in Section 4.2. Briefly, tolerance to DXM can build, and as tolerance builds, most of the positive aspects of the drug go away, leaving only the dysphoria and overall "weirdness". There is evidence that NMDA receptors may upregulate with long-term use of DXM (110, 134); the practical upshot is that quitting DXM "cold turkey" after weeks of constant use could produce withdrawal symptoms similar to that of morphine withdrawal (though not as intense).

Psychological dependence is certainly possible and there are numerous examples of this occurring (3-5; also personal communications). Amotivational syndrome has been reported (usually when the drug wears off). Memory problems seem to be fairly common (and resolve shortly after quitting DXM).

I have one report on a DXM addiction which may be cause for concern (related to me personally). The individual was roughly 60kg, and took a dose of 480mg, three or four times a day. The total dosage was thus 1440mg to 1920mg, i.e., 24 to 32mg/kg. This individual took the dosage regularly to maintain a constant state of profound intoxication with a great deal of opiate-like effects; neglecting the dose led to withdrawal symptoms consistent with opiate withdrawal, and possibly also withdrawal from a depressant. The individual had no history of psychological problems. The individual developed severe depression, leading to a suicide attempt and several months in drug rehabilitation.

Exactly why some individuals seem to have drug dependence problems with DXM is unknown; it may be a function of chronic high-level use, or it may be a function of individual physiology. PLEASE NOTE that this user built up to this dose over a considerable time; a similar dose in a drug-naive individual could well be fatal.

Over the past year I have given this incident some further thought, and I have come to the conclusion that regular high-level use of DXM is probably a very, very bad thing. I have encountered other reports of DXM addiction, as well as studies implicating the NMDA receptor in tolerance and rebound symptoms (110, 134). Some of these reports show that chronic DXM use can contribute to depression (4, 6, 142-144), and at least one study found serious mental deterioration from long-term DXM use (137). To make matters even worse, long-term sigma activity may cause permanent changes in neurons (102), although evidently this is predominantly a problem with other sigma ligands like haloperidol (it took 3 days for DXM to produce the changes haloperidol produced in a few hours).

Some users report beneficial effects of chronic high-level use. The effects usually include some antidepressant activity (entirely reasonable given the possible significance of PCP2 receptors), stimulant activity, long-term motivational effect, and cognitive and creative enhancement (this has not been quantified and may be entirely subjective). It is arguable that chronic DXM use may actually be self-medication for depression in some people.

Overall, however, most people report that DXM loses its interesting characteristics when used regularly, leaving the more mundane and unpleasant aspects. One former user summed it up well by stating that "being addicted to DXM was like being addicted to heroin. Except not as fun." So please be careful and avoid regular use.



3.8 What are some fun or interesting things to do on DXM?

This section lists some things that various people have done on DXM that they have enjoyed. Note that not everyone will agree, and some of these activities may be unpleasant to some. Activities that are pleasant at one dosage may not be so at another.

Listen to Music

Probably the most common fun thing to do on DXM, especially at lower doses, is listen to music. Even at higher doses, music can be quite enjoyable, and will often induce fantastic hallucinations. Many people have in fact reported they were unable to hallucinate without music. Some use music to help create an imaginary setting for their hallucinatory experiences. Why music enhances the DXM experience so much, I don't know; other dissociatives don't seem to go nearly as well with music.

As for what music is best, that's a matter of personal opinion. Some prefer classical music, saying it brings a transcendent feeling and visions of flight. Rave and techno music are also popular, possibly because of the strong, regular beat. Ambient seems popular, especially towards the end of DXM trips, where it has a soothing effect. Really, though, a lot has to do with what you like.



Dance

Many people enjoy dancing on DXM, usually at the first plateau and somewhat less commonly on the second. Third and fourth plateau doses of DXM are almost certainly not compatible with dancing (or most other motor skills). Raves are the most common DXM dancing event, although I see no reason why any other type of dance couldn't be enjoyable as well.

Please note that, as with any dissociative anesthetic, DXM can make you less aware of overexertion, leaving you with a generally sore body the next day. Also, as with any stimulant, take care not to overheat or become dehydrated.



Go Swimming (low dose only!)

A few users have reported that swimming on a first plateau DXM trip is an ecstatic experience. Evidently, the regular, rhythmic motions of lap swimming go well with DXM's rhythmic nature, and the feeling of the water supporting the body provides a deep sense of calm. There should be little danger with swimming on a first plateau DXM dose, although higher doses could become quite dangerous. Overexertion is always a possibility, but fortunately swimming's low-impact nature may minimize some potential injuries. In any case, if you do decide to try swimming on DXM, never swim alone.



Group Tripping

One of the characteristics of the NMDA/sigma class of psychedelics is the ability of people tripping together to synchronize their experiences as they discuss them. This is not unique to DXM; ketamine users have noted the same effect, and although I have no reports I'm certain PCP would act similarly.

Group use of DXM was fairly common among some members of the hardcore warehouse subculture in the 1980's in the USA. People would decide on a "destination" or goal for their trips (which some called "vacations"), and choose music, decorations, and other stimuli to match the destination. Destinations ranged from the specific to the mythological (e.g., Hell). Talking during the trip helped maintain synchronization. Most of the time, the environment (sights, sounds, smells, etc.) was carefully crafted to fit the destination.

It is interesting to compare this with the use of certain plants, notably Salvia divinorum, among native peoples of Mexico and Central and South America. The "trippers" were advised beforehand on what visions to expect and how they would come, and were told to talk about their experiences as they occurred. I have strong suspicions that NMDA/sigma agents are not unknown among ethnobotanicals.

In any case, if you are planning a group DXM trip, it might be a good idea to make sure that everyone is experienced with DXM beforehand, so that they know what to expect. Try to adjust dosage for everyone to place everyone at roughly the same place in the same plateau (group tripping seems most effective at the upper second plateau). If desired, pick a destination beforehand, and adjust your setting to match. Be wary of intense or potentially unpleasant destinations (the "vacation to Hell" mentioned above was undertaken by very experienced DXM users). Try to make sure everyone stays together; many people have reported that having someone leave can ruin the experience. And above all, make sure someone sober is available to watch over you and make sure nothing goes wrong.



Have Sex

Sex on DXM is certainly possible, and although many people don't particularly enjoy it, others are enthusiastic about it. DXM can make it difficult for males to achieve orgasm; I have no data on its effects on females. Very large doses of DXM can cause (temporary) impotence, but lower doses usually do not impair, and sometimes enhance, erectile ability. As a consequence of this (enhanced erectile capability and delayed orgasm), at least one DXM user reported that his partner really enjoyed the sex even if he didn't.



Shamanic Journeying (see also Section 3.12)

A few users have successfully attempted shamanic journeying and other out-of-body or "psychonaut" work. From a skeptical viewpoint, these experiences are nothing more than hallucinations, although I'd like to point out there's a lot more we don't know about the mind and brain than we do know.

In any case, success seems to depend on several factors. Prior experience, both with DXM and with journeying or other out-of-body work, are strongly encouraged if not necessary. The day should also be spent in preparation of the experience, preferably in a natural environment, as the imagery of the journey may be composed of bits and pieces of your daily experience. Simple, regular drumming is, of course, always useful and may be very beneficial for DXM-induced journeying (drumming tapes are available from New Age and occult suppliers).



Hang out in a Sensory Deprivation Tank

Call "Tools for Exploration" at 1-800-456-9887 and order their catalog. Yes, you can buy them, they're about $4000; you can also make one yourself. Basically, you float in darkness in a foot of water saturated with half a ton of Epsom salts (I have no idea exactly where one gets half a ton of Epsom salts, but that's another problem). You can also pipe in music. I have no affiliation with this company, by the way.

Anyway, the end result is that you manage to cut off sensory input. This sounds somewhat redundant, but can actually be quite useful for dissociatives from what I understand. Hey, if you do it often enough, maybe they'll make a movie about you. (Just don't turn into a monkey).



3.9 What are some things to avoid on DXM?

This is a small list of some of the things which people have reported were particularly unpleasant, boring, or otherwise unenjoyable.


Heavy Exercise

Most individuals who have exercised under the influence of DXM have reported negative effects such as nausea, vomiting, cramping, and a general loss of the more enjoyable aspects of the trip. This seems to become more and more significant with higher doses of DXM. The one exception seems to be swimming, which if done on a first plateau DXM dose can be enjoyable.



Driving

DXM is an intoxicating drug, and no intoxicating drug should be used when you are driving. Ever. If you're pulled over, the cops will know you are on something, as DXM strongly interferes with normal eye movements at recreational levels. They may not know what you're on, but they can still bust you, and even if you never get formally charged, this is definitely not a fun tripping experience.

Not to mention, by driving (or operating heavy machinery) on DXM you are placing yourself and potentially a lot of other people at risk. The highways are full of enough carnage as it is, and there's no excuse for adding to it. Quite frankly I think that anyone who drives while intoxicated (on anything) is committing an act of attempted manslaughter (if not murder) and repeat offenders should be charged and tried as such. That's probably an extreme position, but I think far too many people are willing to blame the alcohol (or drug) for the user's arrogance and stupidity.



Going to Class or School

Many people have had the experience of going to classes drunk, stoned, or otherwise intoxicated. Going to class on a low dose of DXM should be fairly similar. Once probably won't hurt you, although it certainly isn't going to help you either. Doing this regularly is definitely bad news, as DXM will interfere with memory when used regularly, and may cause cognitive impairment with long-term use. High doses of DXM are even worse, since the dissociative effects can lead to highly inappropriate behavior. To top it off, as it becomes more difficult to judge the appropriateness of behavior, the fear at doing something that will get you laughed at (or worse) can make a trip turn unpleasant.

A special note for people still in high school (or younger): don't do DXM, or any other drug, in school. Yes, school can really suck. The classes are boring, repetitive, unchallenging, and full of potentially useless information. The teachers are often (but not always!) more interested in hearing you regurgitate facts than have an original thought. The administrators generally aren't interested in you as a person, they're interested in making sure the school runs smoothly and that they get paid. And your peers usually don't give a rat's ass about your feelings; they're too busy coping with newly found hormones and playing Cooler Than Thou. And so, I might add, are you, in all likelihood.

During this time, many students with half a brain in their heads end up going through the usual sort of teenage existential angst (you'll know it when you get there). This is, I think, one of the rites of passage of today's youth, which has the potential to liberate one from being completely under the control of what one's peers think of as cool. It also has the potential to get you into a lot of trouble, especially with drugs, and DXM is no exception.

Don't get me wrong; I don't think drug use is inherently any more or less wrong for teenagers than for adults. In practicality, however, one needs a certain level of emotional and intellectual (and possibly physical) maturity before responsible drug use becomes likely. And responsible people know there are times and places not to use intoxicating or otherwise mind-altering substances.

So in the mean time, avoid using drugs in school. Many of your teachers and administrators will know (they may seem dumb as a post. Don't believe it). Your grades will probably suffer, and for all their seeming irrelevancy, good grades are really one of the better tickets out of a life of boredom. You may also develop a stubborn habit, as the use of a drug becomes associated with the everyday activity of going to school. Finally, the bad trip potential shouldn't be ignored.

As for what to do instead, well, there's no easy answers there. Some people find fulfillment in reading Sartre and Thoreau, others in reading X-Men and romance novels. Regular exercise really does help, as with so many other problems in life, and it helps one to cope with boredom and mundanity. Don't neglect your mind either, even if your teachers do; you can be your own teacher (and a damned good one at that). Question everyone and everything; it's the only way to learn. And above all else, try to keep a sense of humor; things that seem vastly important now will seem a lot less serious in a few years.



Dose "Boosting" and Redosing

Simply put, dose boosting (i.e., taking a second dose as the first one wears off) doesn't work. By the time you take the second dose, the NMDA receptors have already started to compensate, and saturation of P450-2D6 by 3-methoxymorphinan means that most of the DXM you take won't be nearly as effective. Sigma agonist activity will increase, bringing an overall sense of dysphoria and (temporary) disturbances in thought. Sorry, but there doesn't seem to be an easy way around this; even if you used DXO, the brain still responds quickly to NMDA blockade, as users of ketamine or PCP will attest. Just wait a few days to a week and try again.

The one exception to this seems to be a first plateau dose, which (with practice) can be maintained for some time, leading to a prolonged stimulant effect. This is probably due to the dopamine reuptake inhibiting effect of DXM (absent with DXO), similar to that of bupropion (Wellbutrin™) or cocaine. Prolonging this will, however, intensify the "crash" and is probably not a good idea.



3.10 Why does DXM affect different people so differently?

Several reasons. First off, there is a liver enzyme known as cytochrome P450-2D6 (also CYP2D6, or debrisoquine 4-hydroxylase), which metabolizes DXM. Some people lack this enzyme, and of those who have it, subtle genetic variations can result in different activity (10-18). Thus, while one person may metabolize DXM quickly, another may not (there are other pathways which are much slower). Certain drugs - such as fluoxetine (Prozac™) can inhibit this enzyme (39). A list of P450-2D6 inhibiting drugs is given in Appendix 1.

Second, some of the effects of DXM are due to the DXM itself, and some are due to its metabolite dextrorphan (DXO), which is more similar to PCP and ketamine in its neuroreceptor activity (43). Some individuals may metabolize high doses of dextromethorphan to dextrorphan more quickly than others. Incidentally, my opinion - based on anecdotal evidence of recreational DXM use while on fluoxetine - is that both DXM and dextorphan are responsible for the psychoactive effects (yes, I changed my mind). There is evidence to show that DXM is definitely involved, and may be responsible for most of the lower plateau effects (32).

Third, NMDA receptors are intimately involved in many areas of the brain where a great deal of processing takes place, such as the hippocampus and the cerebellum. In contrast to the biogenic amine neurotransmitters (serotonin, dopamine, noradrenaline, histamine, and acetylcholine) which seem to play a modulatory role, excitatory amino acids and NMDA receptors are involved in the "nitty gritty" of brain processes. It is possible that, due to this extensive involvement, many different cortical and limbic circuits may be affected.

In fact, DXM affects at least four different binding sites (see Section 5.2), and each of these is subject to subtle variance from person to person (44).

There are probably a gazillion other reasons why DXM has such a wide range of effects. Subtle differences in brain chemistry, notably in terms of sigma receptors, may also be involved. Psychological set, as well as setting, are undoubtedly also part of the problem.



3.11 How does DXM compare with other dissociatives?

Third and especially fourth plateau DXM experiences seem to resemble ketamine experiences, and based on reports of people who have done both, the similarity is considerable. This is not surprising, since both DXM and ketamine block NMDA receptors. Although I have yet to receive any reports comparing DXM to PCP, I would imagine that, since PCP and ketamine are similar, upper DXM plateaus should resemble PCP as well.

Lower DXM plateaus, however, seem to show a number of differences from other dissociatives. This is most likely due to DXM's unique potency at the dopamine reuptake site (the PCP2 receptor) and the sigma receptor. DXM's ability to block dopamine reuptake is probably the biggest factor in its popularity at lower plateaus; neither ketamine nor PCP have substantial ability to do this.

When DXM is taken in divided doses, or when it is taken with an inhibitor of the P450-2D6 enzyme (e.g., fluoxetine), its sigma agonist activity becomes much stronger in comparison to its effect at the NMDA receptor. As expected, DXM taken under these conditions differs from other dissociatives, and is sometimes reported to induce schizophrenic-like thought processes and other unpleasant effects.



3.12 Is there any connection between DXM and out-of-body or shamanic experiences?

Maybe. It is somewhat established that many aspects of DXM trips, especially higher plateaus (3rd and 4th), have shamanic or out-of-body characteristics. Some users have reported experiences which are very similar to published out-of-body and/or near-death experiences (many of the users who reported these are fairly skeptical about that sort of thing). One note though - DXM hallucinations and imagery tend to derive to a great extent from what you've encountered throughout the day. If you've played DOOM™ all day, you're going to have a difficult time coming up with any images other than muck-walls and demons.

I can think of two explanations for the shamanic character of higher DXM plateaus.. The first one, which I prefer, is less fun but probably a lot more useful. Basically, it is possible that many of the aspects of out-of-body or shamanic journeying experiences derive from neural network states which DXM can approximate. To start with, unlike most drugs which target very specific, limited clusters of neurons, DXM tends to affect entire neural nets (via the NMDA receptor). A general "shutdown" or interference with some of these neural nets may produce many of the experiences associated with near-death, and could possibly be mimicked by DXM. Some (very simple) models have demonstrated "spontaneous memory recall" effects when the network is severely disrupted or disconnected; again, DXM may mimic this. The only problem here is that the NMDA receptor, although extensive, is involved in learning more than "ordinary" neural network signals.

There is also a somewhat different, and possibly more compelling, neural network model. It is possible that, in addition to encoding short-term memory, NMDA receptors are involved in "synchronizing" or "interfacing" the conscious mind to the rest of the brain and body. After all, we experience things in terms of our previous experiences, so raw sensory data must be translated into the "language" of memory before it can be consciously experienced.

When enough NMDA receptors are blocked, the mind and body/brain lose the ability to communicate. Each is still capable of "doing its thing", however; in particular this might explain why it is possible to undertake fairly complex tasks under partial or full dissociative anesthesia, but attempting to consciously control these tasks fails. I'm also of the opinion that hypnosis and trance states may involve the same processes.

Although the exact reason is unknown, several techniques for inducing shamanic journeying involve the use of regular, even drumming. Several high-dose DXM users have reported flanging of sound in a very similar pattern and frequency to this drumming. If the flanging is the result of the "uncovering" of a regular neural network "sweep" wave, it is possible that drumming may induce network states similar to those caused by DXM.

At higher levels especially, there is considerable saturation of sigma receptors. These receptors may be involved in psychotic states and schizophrenia. While I don't believe that people who have out-of-body experiences are psychotic, it is possible that these states may be temporarily inducible in anyone.

The other explanation, which is considerably further out on a limb than I want to go, is that DXM, by disconnecting the senses from the mind, allows the mind to wander freely in the spiritual universe. Some users have reported feeling like this at the time, in particular feeling that the physical world wasn't real, that they weren't a part of it anymore. I wouldn't advise testing this out.

In any case, and regardless of what you choose to believe, there are some general guidelines that seem to be fairly universal to most systems of shamanic journeying. Accept or reject them as you see fit (remember, though, better safe than sorry).


  
* If you go somewhere, always return by the same path.
  
* Treat any entity you encounter with respect. They can't physically hurt you, but they can make your trip (and possibly your life) distinctly unpleasant. You can't really hurt them, either, but your chances of being able to make their lives unpleasant are probably a lot slimmer.
  
* Remember, if you leave your body behind, another entity may want to use it. Although some cultures encourage this, most people find it disturbing. It may be possible to prevent or control this by leaving "guards" or defenses. This is beyond the subject of this text, but serious psychonauts may wish to investigate this aspect of magick.
  
* Unpleasant entities generally feed off fear and anger; avoid getting stuck in a vicious cycle.
  
* If an entity gives you its name, consider it your secret, and don't tell anyone else.



3.13 Why can't I hallucinate on DXM?

Some people have trouble achieving hallucinations on DXM. Here are some suggestions that may be helpful, based on reports I have received (note: none of this should be taken as advice in any way; I'm just passing this along):


  
* Place yourself in partial or complete darkness. Most NMDA/sigma agents seem to give the best hallucinations when there is little or no visual input.
  
* Close your eyes. It is almost always easier to get closed-eye visuals (CEVs) than open-eye visuals (OEVs), and DXM is no exception.
  
* Listen to music. Music often brings about intense visuals, sometimes even open-eye visuals.
  
* Mentally focus on your phosphenes - those little blips and squiggly patterns that appear in your field of vision in darkness (yes, everyone has them; not everyone notices). For whatever reason, this seems to help start hallucinations.
  
* Imagine things. This seems to help start the process in some people.
  
* Dose with other people and synchronize your trips.
  
* Increase the dosage the next time you trip.
  
* Decrease the absorption time the next time you trip. If you are taking gelcaps, break them open. If you are drinking syrup, drink it on an empty stomach.
  
* Increase the absorption time the next time you trip. Some people have reported this to be useful. For example, if taking gelcaps, take one every 5 minutes until all are taken.
  
* Combine with cannabis (marijuana). (Note: this is, of course, illegal, and I advise you not to do this).
  
* Inhale a balloon of nitrous oxide (again, this is probably illegal, and I'm advising you against it).



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