No Way Out: Invictus

By | January 13, 2023

by No Way Out (website)

Rua Alexandre Braga, 40 2ΒΊFrente

Porto

2-7 players

Languages: EN, PO

60 minutes

Mysteriously the memory of the city of Porto has been erased.
You and your team, has recognized historians were chosen to return to the past and bring back the history of the Invicta city. Returning to the nineteenth century, you are locked in a room of a palace in the heart of the city.

You have 60 minutes to return to the past and redeem what was lost to the present day.

Can you return without getting stuck in time?

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Player reviews

🦑cipherdelic virtuoso rated this:Rated between 2 and 2 out of 5
Played: 15/06/20 Outcome: Successful escape!

This could be so much better, theres some nice bits of history about Porto in there but you'll be so frustrated at the slow avatar and his penchant for putting in the code and then waiting for a few seconds before opening the lock (its like a tv show dramamtic pause) that you really wont care about the history. The worst thing for me was the shaky camera and being continually out of focus, I ended up feeling slightly seasick. Our avatar also had it in his head that we didnt want to hear him speak so didn't reply to questions!
Some nice puzzles, but not wonderfully executed or signposted, if you can cope with the fuzzy slowlness of it all then you may enjoy it.

egnor expert rated this:Rated between 2 and 2 out of 5
An OK historically-themed room, a couple slightly questionable puzzles, nothing special overall.
Wei-Hwa Huang expert rated this:Rated between 1 and 1 out of 5
Played: 5/30 Team size: 5 Outcome: Failed πŸ™

Avoid, avoid, avoid.  Think of every puzzle that you've seen in dozens of escape rooms that would be problematic in remote one-camera play -- this one has at least half of them.  Colors that you can't tell whether they're blue or green through the camera.  Numbers that are printed so small you have to beg the GM to hold the camera close.  Digits given in no particular order that you just have to try several sequences on the same combo lock.  Small details that only show up in the corners of the camera.  Objects that have to be moved in specific directions that you can only find out through trial and error, with no haptic feedback as to whether you're on the right track.  Blacklight symbols that don't show up on camera unless you are looking at it, well, not directly because directly there's too much glare.  And a whole bunch of symbols that you're not sure what they're for and halfway through the game you are starting to hope to God that it's not a counting puzzle because you weren't taking detailed notes on those and finally at the end, yes, it's a counting puzzle.  (That's right, I just spoiled the last puzzle.  Trust me, you're better off being spoiled.)   All for a theme that feels like it was thought up by a committee working at a tourist bureau who had a mandate to utilize more local culture.  In the hands of a very skilled GM, this room has a chance of being an average-quality room.  Our GM, with their penchant for asking for confirmation on nearly everything we wanted them to try, managed to lower that bar even further.  If you do choose to risk your time on playing this, I hope the GM you run into will be trained better.

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Other versions of this game:(Different copies of the same game sometimes have significant differences.)