Perfumed Palaces: Purgatory Simulator

Perfumed Palaces: Purgatory Simulator

About the Game

"These walls will drain you of your pride, Hero."

MUTHRI ENTERTAINMENT COMPANY

PRESENTS

in careful collaboration with the

research and organizational capabilities provided by both

CODEX

and

CLAUDE CODE:

'A Restored Copy Of The Infamous Homebrew Application Recovered from

Multiple N64 Cartridges Found at the Site Of

The 2002 McAllen "No-No House" Foster Home Crime Ring'

PERFUMED PALACES: PURGATORY SIMULATOR

IMPLIED INSTRUCTIONS:

Players must struggle to navigate massive maze-floor after maze-floor by spending their HP to roll an always on-screen RNG slot machine for $ to spend on all movement and interaction behaviors in the game. The input map is extremely arcade-like and simple, yet certain choices, like combining the slot machine roll with the movement button, seem purposely intended to trigger frustration. Interestingly, separate payout button and interact buttons ($ and X) respectively are provided, allowing the player to spam payout when multiple frozen are held, or jump, attack, or use an item depending on context and item toggle settings. The UI is obviously WIN95-based, so our build allows the player to use a gamepad or click the on screen buttons (this is different from the N64 cartridge found on-site which of course had no mouse or keyboard peripheral). 

Players engage in fights to the death with the 8 different class of puppet Tulpa roaming the maze when encountered (or flee of course). Player ATK is gated by Player's slot machine's number of frozen digits and current Hot Digit (ATK = Hot Digit + Number of frozen digits and X the Hot Digit if the frozen digits are the same value as the Hot Digit). Only 1 player or enemy ATK goes through per 2000ms turn so player is encouraged to reroll for a higher Hot Digit/more frozen digits if they keep getting hit. 

A few stores are scattered across each maze map, where the player can purchase potions which restore their HP or affect their payouts, ATK, and JMP quotients the next turn, Bombs which allow damage to enemies and the creation of in-game holes, and a compass or map that allows the player to know where they are in the current maze level. 

The only way to tell how close the player is to Game Over is to see how much the walls are swirling and have shifted colors. Cartridge code called this feature "HP Sickness". 

On each level there is a Bossroom. Player must find and defeat the Boss to progress through the stairway to the next palace level. There are 4 levels per play through, with each play through tied to a 9 digit seed that decides the map contents of the palace. 

The game offers both asynchronous multiplayer, by allowing multiple single-player campaign files to interact with the same consistent space, or real multiplayer, wherein 4 players compete and attempt to finish a single run in a single sitting (this, of course, could take up to 20 hours...) 

RESEARCH

The application enclosed is 1 MUTHRI Researcher's best recreation of the factory contents of a single N64 cartridge found at the site of the 2002 McAllen, Texas Foster Home Crime Ring Investigation (referred to as "The No-No House" by community members, police off the record, and documents created by members and victims found inside. We were given access to multiple cartridges after being contacted on Reddit by a family member of a victim and a police investigator who were both sympathetic to our cause in January of 2026, as well as 2 of the alleged 5 notebooks found on the complex, 1 kept by a Leader of the ring tallying members' PSY abilities as translated from the data visible on their files when viewed in "System Roster Mode", and another, shared by various members of the cult over a hard to ascertain period of time. 

We received 3 cartridges in total of the original application, all of which were extremely corrupted. To protect the identities of the victims we have not reproduced any of the found save files during this project, or any data including names of the files. We did reproduce the "SoulCapture" system (as named in system files) in which player save files could be "migrated" to the System Roster wherein they are converted into enemy and behavior data. Campaign explicitly allows the player to assign a PuppeTulpa(system files) type to their save file, completing the implication that players and enemies in the game are of the same class or species. Only 2 of the cartridges were able to run at all on N64 consoles, and only one could run any gameplay past the save menus. The visual data and render information recovered from this last cartridge contributed heaviest to our visual implementation of HPSickness. 

Notebooks were found in the various dens and TV rooms of the multi-trailer complex that made up "The No-No House". 4 notebooks were kept and seemed to be used primarily as note taking devices to augment player memory when no navigational items were held. Long lists of arrows, seemingly describing previous turns made in the maze game, were the most common artifact in the notebooks. Idle doodles of puppets and dark phantasms were not uncommon amongst scrawled statements like "Pride Is Not A Replacement For Function" or "I am a god, these walls are only temporary" and  "Alice cheats" or "Jeremiah doesn't know how to use the compass right". It seemed that notebook possession was extremely circumstantial and non-surveilled; members could write anything they wanted because it wouldn't be traced back to him, and notebook privileges were entirely reserved for when the group was playing the game. The cult organization seemed to use how good members were at playing the game as a primary ranking rubric to decide who got to do prestige tasks, like going to the store for groceries or administering medication, versus mundane ones, like cleaning the bathrooms or babysitting younger members, tasks. This is corroborated primarily by the Leader's notebook in our possession. 

The render graphics seem to use a sort of slight eye-pull technique to create the illusion that various shapes are being pushed through the walls of the maze. This is amplified through eye strain from long playtimes, the hypnotic chimes in the form of the game soundtrack and foley suite, and of course the HPSickness effect (named incorrectly in one instance as "Datura.c."). We recreated this effect as canonically to the original console output as possible and are most confident that if any element has been rendered perfectly to the source material, it is this. We do not yet understand the long-term human effects of exposure to the effect stack, and hypothesize it to be something to the following effect:

  • Geometry downgrade: the raycaster's column count is reduced to about 30 percent from HEALTHY starting point. 

  • Framebuffer post pass: the final frame output is downsampled then redrawn with a sine-warp along the horizon creating an underwater drift effect.

  • The contrast and saturation are increased by 50 percent.

  • Breath vignette: a red and green eye design is superimposed across the entire screen in a way that smoothly animates a breath cycle and the eye pupil focusing simultaneously. This is not visible to the naked eye and I have reproduced it faithfully despite not seeing any actual effect on final output

Its intended effects are only alluded to in the Leader's notebook:

"HPSickness is wonderful. It teaches us what is going wrong in the most violently beautiful way...those moments where we just know that death is stalking us around the corner, are the highest moments in the hierarchy of life. Ancient cultures primed themselves for a life of speaking to Death using their natural substances. We prime ourselves using ours..."



I hypothesize it is a run-of-the-mill hypnotic entrainment device used to reduce the subject's resistance to ego-defeating messages and situations provided by the malicious game experience. 

Intentional Statment

The reproduction and distribution of this cultural material associated with intentional acts of self-destructive societal, biological, and spiritual deviation is in no way meant to condone or reproduce the actions of involved parties. Any actively demoralizing content, such as the uncanny, algorithmic robotic voice that says "These Walls Will Drain You Of Your Pride, Hero", HPSickness, or the hopeless nature of the game's scale, are reproduced only for the interest of genuine understanding and insight into the workings of delusional, funerary, and/or semi-consensual/circumstantially-antagonistic living situations. We invite all players to post their investigative review of the content in hopes that we can uncover more of what went on behind those metal walls 25 years ago. 

Initial Release