The Wrath of Poseidon
Sauve Qui Peut (Saint-Jean-sur-Richelieu, Canada)

Time limit: 60 minutes
Age limit: Recommended 8+
Player limit: 2-8 (recommended 3-6)
Difficulty: Advanced
Awards: TERPECA Finalist (2020-2022), TERPECA Nominee (2023-2025), Golden Lock Award (2019)
Date visited: July 2026
Our third game at Sauve Qui Peut (SQP) was kind of a throw-in because we had time to kill before our final game, The Castle of Eternal Suffering, the main reason we made the drive down from Laval. I made sure we picked a reputable one, The Wrath of Poseidon, one of their other TERPECA-recognised games. Was it a good choice?
Yes, we're glad we played this game, though strictly speaking it was probably the weakest of the four we played at SQP. As an older game, it didn't have the gorgeous aesthetics and impressive tech of Falderon Forest, nor did it have the unique gameplay of Final Exam. This was more of a traditional escape room that would have been awesome back when it was first released, but the wear and tear and staler set and puzzles made it not as memorable as the others.
We started off this one in a submarine. The first section was mostly number and word locks, with some of the codes coming from tech-based mechanisms. Our GM actually told us before we started which props and panels on the walls were not part of the game and were just there for the theming. This was a great help because we definitely would have wasted a lot of time on them. But at the same time, it points to a flaw in the game's design that there were so many red herrings that players had to be warned beforehand.
The puzzles were largely thematic but not diegetic. As with many older games, this one had a lot of traditional escape room puzzles that revolved around the general ocean theme. Still fun to solve, but they didn't really add to the immersion or the narrative.
There were several sections to the game, and only the final section really channelled the Poseidon theme. But even then — save for the impressive centrepiece — it was more murals and basic oceanic props than genuinely immersive visuals. It was probably another one of those things that would've wow us when we first started playing escape rooms, but difficult to get excited about especially right after playing all the spectacular games at Escaparium.
We actually struggled a little more than we would have liked despite a fast start. The main reason? We simply missed objects in boxes we opened because we were rushing and the lighting was dim. But apart from that, I'd say the puzzles were generally quite straightforward and of medium difficulty.
On the whole, I would say this still was a very solid game, but one that clearly looked and felt older than SQP's best offerings.
Escape time: 41 out of 60 minutes
Theming | Atmosphere | Puzzles | Creativity | Fun |
B+ | B | B+ | B | B+ |
Verdict: An older but still solid game with a good balance of decent theming and a variety of traditional puzzles. Not a must-play if you don't have much time at SQP, but by most accounts it's one of their better games outside of the core headliners.
OVERALL RANK:
H | E | Z | J |
B+ | B+ | B+ | B+ |



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