Invokyr Guide Monsters, Events, Dice Idols

Invokyr Guide: Monsters, Events, Dice & Idols

Invokyr is a first-person puzzle-horror game for up to six players where I have to survive a constantly changing manor controlled by the mysterious Game Master. The main objective is to progress across the magical board, survive each new threat, collect idols, and eventually escape the manor by sealing the Game Master’s soul back into the board.

Invokyr Strategy Guide

In this guide, I cover the main gameplay loop, dice, idols, monsters, curses, events, shop items, and several useful mechanics I can encounter during a run.

How Invokyr Works

I begin each progression phase by rolling the six-sided movement die in the game room. The roll moves the player token along the board toward the center.

Every movement roll rearranges the manor. Rooms can change position, and the roll may also introduce a new threat that remains active for the rest of the game.

Once the token reaches the center of the board, the final objective begins. I must recover the Game Master’s soul, bring it back to the game room, seal it into the board, and speak “Invokyr” into the microphone to complete the session.

Invokyr Gameplay Loop

  • Roll the token movement die in the game room.
  • Complete the new event, survive the danger, or collect the required idols.
  • Return to the game room and roll again.
  • When the token reaches the middle of the board, all players are teleported deeper into the manor.
  • Bring the Game Master’s Soul idol back to the board.
  • Seal the soul into the board.
  • Say “Invokyr” into the microphone to successfully finish the run.

All Dice in Invokyr

I can find special dice throughout the manor, usually inside drawers and other containers, although some are left on tables or boxes. These dice are important because their effects can help me deal with monsters and other dangers.

Most dice have a 5-in-6 chance of producing a Good Roll and a 1-in-6 chance of producing a Bad Roll. A Bad Roll may have an effect specific to that die or trigger a general chaos effect such as lightning, fireworks, an explosion, or a minor monster spawn.

Heal Die

  • Good Roll: I create a circular healing area around the die. Living players inside the effect recover 50 HP, while dead players are resurrected with 10 HP.

Resurrect Die

  • Good Roll: One random player who previously died is resurrected, even if the body was left behind in an earlier manor layout.
  • Bad Roll: Instead of reviving someone, the die spawns a Player Mimic that can use dice against players.
  • Additional Function: If I die while carrying a Resurrect Die in my inventory, the die is consumed and revives me immediately.

Fire Die

  • Good Roll: After a short delay, the area where the die lands catches fire. I can use this to ignite flammable objects or damage certain monsters.
  • Bad Roll: The fire activates immediately instead of waiting for the normal delay. Depending on the situation, this can still be useful.

Storm Die

  • Good Roll: A lightning bolt strikes the die’s landing point after a short delay. The strike can damage players or monsters and may ignite the ground.
  • Bad Roll: The lightning strike happens immediately.

Freeze Die

  • Good Roll: The entity hit by the die is immobilized for several seconds.
  • Bad Roll: The ground where the die lands catches fire.

Cocoon Die

  • Good Roll: After a short delay, entities near the landing point are trapped inside cocoons for several seconds. A cocooned player can struggle to escape.
  • Bad Roll: The cocoon effect activates immediately instead of after the normal delay.

Chaos Die

  • Good Roll: The die activates one of the six different effects represented on its faces.

Teleport Die

  • Good Roll: I am teleported to the location where the die lands. I can use this to get around blocked paths or reach locations that are difficult to access normally.
  • Bad Roll: A random minor monster spawns at the landing point, usually a Dress Mannequin or Penguin.

Antigravity Die

  • Good Roll: A large spherical area receives reduced gravity, allowing players to float through it. I find this especially useful when I need to move idols across large gaps.

Scanner Die

  • Good Roll: The die sends out a radar pulse that reveals interactable objects through walls and doors. Idols, players, and monsters are highlighted in bright green.

Rally Die

  • Good Roll: Every player is teleported to the place where the die landed.

Lantern Die

  • Good Roll: The die creates a portable lantern that can illuminate dark rooms. I can also leave it on the ground as a marker and change the light color with the scroll wheel.

Thread Die

  • Good Roll: A ball of thread appears and rolls in the direction of the game room, giving me a path to follow when I am lost. This is especially valuable during the final event when the team begins deep inside the manor.

Cube Die

  • Good Roll: A large movable cube appears. I can use it to reach elevated areas.

Cube Dice can only be created by the Cube Dice Dispenser purchased from the shop.

Firework Die

  • Good Roll: Several fireworks appear and bounce around the room before exploding. Touching a firework causes 1 damage.

Firework Dice can only be generated by the Firework Dice Dispenser purchased from the shop.

Dice Dispenser

When I interact with a Dice Dispenser, it produces the type of die shown at the top of the machine. The dispenser recharges once the previous die has been activated, so I can continue using it indefinitely.

The dispensers found around the manor are most commonly Scanner Die and Cocoon Die dispensers.

All Idols and Idol Values

Idols are one of the most important resources during a run. I collect bronze, silver, gold, and rare diamond idols and return them to the board to earn money and unlock the next token movement die.

If idols are required before the next movement die becomes available, the number I still need to deliver appears above the board.

Every idol can also give me a special effect while I am carrying it. The effect stops as soon as I drop the idol and starts again when I pick it back up.

The idol’s appearance does not tell me its exact effect before I collect it. Its material rarity can also increase depending on how far it was found from the game room. For example, the same Teleport Idol may appear as bronze close to the game room but as silver farther away.

I can continue feeding idols into the board even after a movement die has already been unlocked. This can produce additional movement dice, up to three at once, although only one can actually be used. If the available die has a poor result or a curse, collecting more idols can give me another option.

Idol Values

  • Bronze Idol: $100
  • Silver Idol: $150
  • Gold Idol: $200
  • Diamond Idol: $300

Bronze Idols

  • Normal Idol: The Normal Idol has no special effect while I carry it. Its eyes glow orange.
  • Ice Idol: The Ice Idol creates a frost field around my feet. Both I and other players inside its radius begin sliding as though we are moving across ice. Its eyes glow blue.
  • Miniaturizing Idol: The Miniaturizing Idol shrinks me while I carry it and raises the pitch of my voice. Its eyes do not glow.
  • Mirror Controls Idol: The Mirror Controls Idol reverses both my movement and aiming controls. WASD movement and mouse movement are mirrored. Its eyes glow pink.
  • Mirror Environment Idol: This idol flips my vision while leaving my actual controls unchanged. Its eyes glow purple.
  • Teleport Idol: Every time I pick up the Teleport Idol, I am moved to a random location somewhere in the manor. This can occasionally help me escape an attacking monster.

Silver Idols

  • Blinding Idol: The Blinding Idol limits my vision while I carry it and creates a darker, quieter area around me. Its eyes glow pink.
  • Music Box Idol: The Music Box Idol plays music and rotates its head while carried. At random intervals it turns red, and shortly afterward spikes extend from it and deal 20 HP of damage to me. Its eyes glow white.
  • Spider Idol: The Spider Idol grows legs and escapes from the player who first picks it up. It runs through the manor until it eventually stops, although I can also catch it while it is moving.
  • Other Player Eyes Idol: While carrying this idol, I see through the eyes of another random player. If no other player is alive, it behaves like a Normal Idol instead.
  • Fire Idol: The Fire Idol ignites flames in its eyes and periodically shoots fire in front of me while forcing me to slowly rotate left or right. The flames can ignite objects and damage some monsters in the same way as the Fire Die.

Gold Idols

  • Storm Idol: The Storm Idol repeatedly creates lightning strikes close to me while I carry it. These strikes deal damage and can sometimes set the ground on fire. Its eyes glow blue.
  • Chaos Idol: The Chaos Idol regularly creates random dice, usually with damage-related effects, and launches them in front of me. Its eyes glow green.

Special Idol

  • Game Master’s Soul: The Game Master’s Soul is a unique idol used during the final trial. It has no carrying effect, but I must return it to the board to finish the game.

Invokyr Monsters and Weaknesses

Monsters can appear as I progress through the manor. Most can injure or kill players, and each board is centered around a specific monster that is guaranteed to appear during the first event.

Alligator

The Alligator is large, fast, and highly aggressive. It patrols the manor and attacks players it finds.

  • Attack Damage: 60 HP
  • Weaknesses: Boom Dice, Cocoon Dice

Carnivorous Plant

The Carnivorous Plant begins its event asleep. It can detect nearby movement, which causes it to wake up.

  • Attack Damage: 60 HP
  • Weaknesses: Avoid sprinting near it, Fire Dice, Boom Dice

Dress Mannequin

Dress Mannequins only move while they are outside a player’s field of vision. They become active when a player approaches and enters their range, at which point their mouths open. I can hear a creaking sound whenever they move.

If I am alone, I can back away until the mannequin is far enough away that I can no longer see it, which should deactivate it. In multiplayer, one player can keep the mannequin in view while the others move around it.

  • Attack Damage: Instant death
  • Weaknesses: Fire, Boom Dice, Cocoon Dice

Huntsman

The Huntsman is extremely sensitive to sound. Even crouch-walking too close to him can still alert him.

  • Attack Damage: 70
  • Weaknesses: Fire Dice, Boom Dice, Cocoon Dice

Knights

The Knights resemble giant chess knights and appear as a black-and-white pair. Only one moves at a time. While one hunts players, the other stops to rest, allowing me to move around the inactive knight without attracting it.

They cannot be damaged normally, but they can be frozen or trapped in cocoons.

  • Weaknesses: Cocoon Dice, Freeze Dice

Mimic Door

Some doors inside the manor can become Mimic Doors and damage me when opened. I can identify them by listening for heavy breathing nearby.

Money Man

The Money Man is a short monster resembling the Monopoly Man. He is not immediately hostile if I stay away from him, but he aggressively pursues idols.

If he sees a player carrying an idol, he gives chase and attacks with his cane.

  • Weaknesses: Fire Dice, Boom Dice, Cocoon Dice

Mummy

The Mummy wanders through the manor while dragging a very long bandage behind it. Entering its line of sight makes it chase me and attack with a long sword that has strong horizontal reach but no vertical reach.

If I walk across its bandage, the Mummy sprints toward the point where the bandage was crossed. Standing on a table, box, or another surface at least two feet above the floor keeps me out of reach.

  • Attack Damage: 60
  • Weaknesses: Standing at least two feet above the ground, Fire Dice, Boom Dice, Cocoon Dice

Penguin

The Penguin is a clockwork enemy that begins making noise before exploding. Its fuse does not start until a player gets close.

I can pick Penguins up and throw them into pits or toward enemies. A thrown Penguin knocks an enemy down briefly.

  • Explosion Damage: 100

Player Mimic

A Player Mimic looks exactly like one of the players in the lobby. It records phrases spoken through proximity voice chat and repeats them later at random.

It can also throw random dice toward players while laughing.

Sandworm

The Sandworm moves underground and reacts to players who run or create loud noises. The ground rumbles before it lunges upward to attack.

  • Attack Damage: 70

Shadow Man

The Shadow Man is a white, static-covered humanoid that emerges from televisions showing static around the manor. Turning off the active television makes him disappear temporarily.

  • Weakness: Turn off the active television

Snowman

Several Snowmen can roam the manor, but only one is hostile. The harmless copies are destroyed if I throw an object through them, including ordinary dice from the game room. I can also destroy a harmless copy by running directly through it.

The aggressive Snowman actively chases players and must be defeated normally.

  • Weaknesses: Thrown objects or direct collision for harmless copies, Fire Dice, Boom Dice, Cocoon Dice

Spider

Spiders hide on the ceiling and sometimes make noises when I get close. Walking underneath one causes me to become cocooned.

Yeti

The Yeti is a huge, hairy monster that moves loudly through the manor. It is highly aggressive and can chase players at high speed.

  • Weaknesses: Fire Dice, Boom Dice, Cocoon Dice

Invokyr Curses

Curses can activate when I roll a cursed die during the token movement phase. If the die stops with a purple curse face on top, one or more players receive the curse until the next token movement phase.

Flashlight Disabled

Affected players lose access to their flashlight.

Reduced Maximum Health

Affected players have their maximum health limited to 20.

Shared Damage & Healing

All players share both damage and healing. If one player takes damage, everyone takes it. If one player receives healing, everyone is healed.

All Events in Invokyr

After the player token finishes moving, a rhyme appears above the board to announce the new event. The event may add a permanent monster, begin a minigame, or create a platforming challenge.

Afterward, I normally explore the newly rearranged manor and collect the idols needed to unlock another token movement die.

Monster Spawn Events

  • Alligator: Spawns the Alligator for the remainder of the game.
  • Carnivorous Plant: Adds the Carnivorous Plant to the manor for the remainder of the game.
  • Dress Mannequins: Spawns Dress Mannequin monsters for the remainder of the game.
  • Huntsman: Spawns the Huntsman for the remainder of the game.
  • Ice Miner: Spawns the Ice Miner for the remainder of the game.
  • Mimic Door: Adds Mimic Doors throughout the manor for the remainder of the game.
  • Money Man: Spawns the Money Man for the remainder of the game.
  • Mummy: Spawns the Mummy for the remainder of the game.
  • Player Mimics: Spawns Player Mimics for the remainder of the game.
  • Penguins: Spawns Penguins for the remainder of the game.
  • Sandworm: Spawns the Sandworm for the remainder of the game.
  • Shadow Man: Spawns the Shadow Man and his activation TVs for the remainder of the game.
  • Snowmen: Spawns Snowmen for the remainder of the game.
  • Spiders: Adds Spider monsters to ceilings throughout the manor for the remainder of the game.
  • Yeti: Spawns the Yeti for the remainder of the game.

Ballerina

All players are teleported into a room containing an idol. To return to the game room, I have to cross a large chamber containing a spinning ballerina.

When the ballerina stops spinning, moving causes spikes to rise from the floor.

Chessboard

All players are teleported into a room containing an idol that must be returned to the board. Reaching it requires crossing a giant chessboard where pieces move across squares and attempt to crush players.

Dice Spawn

The board throws several dice onto the floor. These dice count as already rolled, so their effects trigger immediately whether they are helpful or harmful.

Fire Pillar

A pillar rises from the middle of the room and produces several long jets of flame. The pillar rotates quickly in alternating directions before eventually returning into the floor and ending the event.

Flash Freeze

The floor of the game room becomes covered in ice and remains slippery for the rest of the game.

Mannequin Attic

A door opens into a cramped attic above the main area. The attic contains many Dress Mannequins, and idols can be found toward the back.

Rolling Boulder Trap

The central door opens into a hallway containing a single idol. Picking up the idol activates a boulder that rolls after me as I return toward the game room.

If the boulder kills the player carrying the idol, the boulder does not spawn again when the idol is picked up afterward.

Shell Game

A room beside the game room opens with three doors. Three cards above the doors shuffle around, and I need to follow the card showing the idol.

The door beneath the idol card leads to the idol. The other two doors are Mimic Doors.

The Floor is Lava

All players are teleported into a room where lava steadily rises from beneath the floor. Large boxes around the room must be stacked so I can reach the second floor and escape onto the balcony.

The challenge requires 10 boxes arranged in a 1-2-3-4 formation.

After completing this challenge, rising lava continues to return periodically for the remainder of the game. Fire effects and sounds warn me before the floor becomes dangerous. Standing on a box, table, or another object keeps me safe until the lava disappears again.

Trapdoor Game

All players are teleported into a room containing a 5×5 grid of floor tiles marked with different symbols.

A wheel on the wall spins and selects the safe symbol for that round. Every tile with another symbol becomes a trapdoor and drops players standing on it to their death.

The game lasts for three rounds, with more symbols being introduced during each round.

Final Game Completion Event

This final event always begins when the player token reaches the center of the board.

All dead players are revived, and the entire team is teleported deep into the manor. The Game Master’s Soul idol is located there, and one player must carry it safely back to the board and seal it to complete the game.

Invokyr Shop Items and Upgrades

The shop opens after I complete the first board and returns with a new inventory after each additional board clear.

It sells upgrades, furniture, gadgets, and cosmetics. Most shop items can randomly receive a 30% discount. The prices below show the normal price first and the discounted price in parentheses.

Player Upgrades

Upgrades affect the player who buys them and remain active for the rest of the current game. They reset when a new game begins, and their price increases after each board clear.

  • Health: Increases my maximum health by 25 points and can stack up to eight times. After first board: 200 (140).
  • Stamina: Increases my maximum health by one bar and can stack up to seven times. After first board: 200 (140).
  • Speed: Increases my running speed and can stack up to five times. After first board: 200 (140).
  • Fanny Pack: Gives me one additional inventory slot and can stack twice. Price: 400 (280).
  • Milk Bottle: A one-use item that completely restores the health of the player who purchases it. Price: 100.

Furniture

Furniture purchased from the shop is placed in the game room and can be used by every player.

  • Old Clock: Allows the team to return to the shop after failing a board. Before I buy it, the clock appears broken inside the game room. Purchasing it repairs the clock and prevents a total team death from immediately ending the entire run. Price: 2000 (1400).
  • Mirror: Unlocks the mirror located in the game room. Price: 750 (525).
  • Disco Ball: A decorative item for the game room. Price: 1500 (1050).
  • Cube Dice Dispenser: Allows me to generate Cube Dice in the game room. Price: 500 (350).

Gadgets

Gadgets can be functional tools or entertainment items used in the game room and during runs.

  • Compass: Always points toward the game room. Price: 1250 (875).
  • Hunter Gun: A weapon with limited ammunition. It is fully reloaded between boards. Price: 2500 (1750).
  • Flamethrower: Lets me set fire to objects or enemies in my path. Its ammunition is limited and refills completely between boards. Price: 2500 (1750).
  • Camera: Allows me to take pictures while exploring the manor. Price: 375 (262).
  • Monster Sound Box: Plays sounds from monsters. Price: 250 (175).
  • Megaphone: Makes it easier for other players to hear me while planning a move through the manor. Price: 250 (175).
  • Game Master Mask: Lets me wear the Game Master’s face and move past enemies unnoticed. It has limited charge and fully recharges between boards. Price: 1750 (1225).
  • X-Ray Goggles: Let me see players and the surrounding environment through walls. They have limited charge and recharge fully between boards. Price: 1250 (875).

Cosmetics

Cosmetics change the appearance of players or the manor. They are not permanent and must be purchased again after a save reset.

  • Wallpaper: I can purchase different wallpapers for the manor from the back wall of the shop. Price: 200.
  • Clothing: A clothing rack inside the shop lets me change the color of my sweater. Standard colors cost 25, while the Gold sweater costs 1500.

Henry’s Puzzle

For the complete solution to Henry’s Puzzle, including the safe codes and puzzle steps, you can check out our dedicated Henry’s Puzzle guide.

Tips and Mechanics

Mirrors

I can find mirrors throughout the manor and save my image inside them. If I die afterward, I am revived at that mirror’s location.

Each mirror can only be used once and breaks when it resurrects a player.

Communicating With Dead Players

The portraits hanging in the game room show which players have died. Dead players can speak through their portraits, and living players standing nearby can hear them.

A dead player can also charge a meter and use it to whisper directly to one player they are spectating.

Shop Dice Burner

If I bring unused dice into the shop, I can place them inside the Dice Burner and destroy them for money.

  • Most dice: $35
  • Boom Die: $70
  • Thread Die: $70
  • Resurrect Die: $100
  • Heal Die: $100

Dice produced by Dice Dispensers cannot be destroyed in the Dice Burner.

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