The Three Stigmata of Palmer Eldritch Symbols & Objects

This Study Guide consists of approximately 35 pages of chapter summaries, quotes, character analysis, themes, and more - everything you need to sharpen your knowledge of The Three Stigmata of Palmer Eldritch.

The Three Stigmata of Palmer Eldritch Symbols & Objects

This Study Guide consists of approximately 35 pages of chapter summaries, quotes, character analysis, themes, and more - everything you need to sharpen your knowledge of The Three Stigmata of Palmer Eldritch.
This section contains 681 words
(approx. 2 pages at 400 words per page)
Buy The Three Stigmata of Palmer Eldritch Study Guide

Can-D

Can-D symbolizes the desire to escape life and its tribulations, even if only temporarily. Can-D is an illegal drug that people use in order to have pleasant, all-encompassing hallucinations. The drug appears to be popular among both Earth-dwellers and colonists for its ability to offer an escape from the pain of daily life. The narrative often juxtaposes Can-D with religion in serving similar functions.

Chew-Z

Chew-Z symbolizes the potential instability of conventional conceptions of reality and perception. Palmer Eldritch claims that Chew-Z does not create illusions, but instead allows a person to enter an actual alternate realm that can be altered and controlled. These alternate realms appear to possibly have links and connections with the realm called reality. Moreover, after being injected with Chew-Z, people may be permanently untethered from stable perception of, and interaction with, reality.

Robot Stigmata

Palmer Eldritch’s cybernetic body parts—referred...

(read more)

This section contains 681 words
(approx. 2 pages at 400 words per page)
Buy The Three Stigmata of Palmer Eldritch Study Guide
Copyrights
BookRags
The Three Stigmata of Palmer Eldritch from BookRags. (c)2024 BookRags, Inc. All rights reserved.