- Invokyr Guide: Enemies, Dice, Idols, and Items
- Gameplay loop
- How dice work
- Dice list
- Dice dispensers
- How idols work
- Idol values
- Idol effects
- Monsters
- Curses
- Dying and talking from beyond
- How events work
- Monster spawn events
- Minigame and trap events
- The shop
- Upgrades
- Furniture
- Gadgets
- Cosmetics
- Selling dice
- Henry’s puzzle: the attic safe
- Henry’s puzzle: the dining room vault
A guide to the dice, idols, enemies, upgrades, events, and shop items in Invokyr.
Invokyr Guide: Enemies, Dice, Idols, and Items
A six-sided die moves one shared token toward the center of the board. Every roll rearranges the manor and its rooms. It may also add a new threat that stays for the rest of the game. When the token reaches the center, you must escape the manor and seal the Game Master’s soul back into the board to complete the run.
Gameplay loop
- Roll the movement die in the game room.
- Complete the event. This means collecting idols around the manor or surviving a game event.
- Go back to the main room and roll the movement die again.
- When the token reaches the center, you are teleported into the manor. Bring the Game Master’s soul idol back to the game room.
- Seal the idol into the board.
- Say “Invokyr” into your microphone to end the session successfully.
How dice work
You will find dice around the manor. Most are inside containers and drawers you can open, but some sit out on tables or boxes. They are your main tool for evening the odds against the monsters.
Every die has a 5/6 chance of a good roll, which gives the positive or intended effect. It has a 1/6 chance of a bad roll, which has a negative effect. Some dice have their own bad roll. The rest trigger a general chaos result: a random destructive event such as a lightning strike, fireworks, a minor monster spawn, or an explosion.
Dice list
| Die | Good roll | Bad roll |
|---|---|---|
| Heal | Creates a circular area that heals or revives every player inside it. Living players heal 50 HP. Revived players come back with 10 HP. | General chaos |
| Resurrect | Revives one random dead player, even if they died in an earlier layout of the manor. | Spawns a Player Mimic armed with dice that can damage or hinder players. |
| Fire | Sets the area where the die lands on fire after a short delay. Use it to burn flammable objects or damage some monsters. | Same fire, but with no delay. This can sometimes help you. |
| Storm | Drops a lightning bolt where the die lands after a short delay. It damages players and monsters and can set the ground on fire. | Same lightning, but with no delay. This can sometimes help you. |
| Freeze | Freezes the entity it hits in place for several seconds. | Sets the ground on fire where it lands. |
| Cocoon | After a short delay, wraps every entity within a set radius of the landing spot in a cocoon for several seconds. Cocooned players can struggle free. | Same cocoon, but with no delay. |
| Chaos | Triggers one of the six effects shown on its faces. | General chaos |
| Teleport | Teleports the thrower to where the die lands. Use it to get past entities blocking your way or to reach spots that are hard to jump to. | Spawns a random minor monster where it lands, usually a Dress Mannequin or a Penguin. |
| Antigravity | Lowers gravity in a large sphere so players can float through it. Useful for carrying idols across long gaps. | General chaos |
| Scanner | Sends a radar pulse from where it drops. Idols, players, and monsters show up bright green through walls and doors. | General chaos |
| Rally | Teleports all players to where the die lands. | General chaos |
| Lantern | Creates a lantern you can carry to light dark rooms or drop as a marker. Change its color with the scroll wheel. | General chaos |
| Thread | Spawns a ball of thread that rolls toward the game room, so lost players can find their way back. Very useful in the final event, when you are sent deep into the house and must reach the game room. | General chaos |
| Cube | Creates a large cube you can move and climb to reach high places. Only the shop’s Cube Dice Dispenser makes these. | General chaos |
| Firework | Creates several fireworks that bounce around the room until they explode. Touching one deals 1 damage. Only the Firework Dice Dispenser from the shop makes these. | General chaos |
If you die while carrying a Resurrect die, it is used up and you revive instantly.
Dice dispensers
Use a dispenser to get a die of the type shown on top of it. It recharges as soon as the last die it gave out is activated, and you can use it as many times as you like. The dispensers you find in the manor are most often Scanner and Cocoon dispensers.
How idols work
Idols come in bronze, silver, gold, and the rare diamond. Bring them to the game board to earn money and unlock the next movement die. You can usually find several in each exploration phase. When the board needs idols, the number required floats above it.
Each idol has a value and a magic effect that works while you hold it. Drop it and the effect stops until someone picks it up again.
Idols look different from each other, but you cannot tell what one does until you pick it up. Value usually depends on the effect, but idols found farther from the game room can be a higher rarity. A Teleport idol near the game room might be bronze, while one found far away might be silver.
You can keep feeding idols to the board after the movement die is unlocked. Each one adds another movement die, up to three, but you can only use one. If you get a cursed or low-rolling die, it may be worth finding more idols to try for a better one.
Idol values
| Tier | Value |
|---|---|
| Bronze | $100 |
| Silver | $150 |
| Gold | $200 |
| Diamond | $300 |
Idol effects
| Idol | Tier | Effect while held | Eye color |
|---|---|---|---|
| Normal | Bronze | No effect. | Orange |
| Ice | Bronze | Creates a frost field at your feet. You and anyone nearby slide as if on ice. | Blue |
| Miniaturizing | Bronze | Shrinks you and makes your voice higher. | No glow |
| Mirror Controls | Bronze | Mirrors your WASD movement and your mouse aiming. | Pink |
| Mirror Environment | Bronze | Flips your view but not your controls. | Purple |
| Teleport | Bronze | Teleports you to a random spot in the manor every time you pick it up. Good for escaping monster attacks. | — |
| Blinding | Silver | Shrinks your vision radius and makes the area around you darker and quieter. | Pink |
| Music Box | Silver | Plays music and spins its head. At random times it glows red, then spikes shoot out and deal 20 HP to the holder. | White |
| Spider | Silver | Grows legs, breaks free from the first player who picks it up, and runs off through the manor. It stops on its own eventually, or once you catch it while it runs. | — |
| Other Player Eyes | Silver | You see through a random other player’s eyes. If no other players are alive, it works like a Normal idol. | — |
| Fire | Silver | Randomly shoots flames in front of you while slowly turning you left or right. The flames ignite flammable objects like the Fire die and can kill some monsters. | Eyes catch fire |
| Storm | Gold | Keeps striking lightning close to you. The strikes deal damage and sometimes set the ground on fire. | Blue |
| Chaos | Gold | Regularly throws out random dice in front of you, mostly damaging ones. | Green |
| Game Master’s Soul | Special | No effect. It appears as the final trial, and you must carry it back to the board to end the game. | — |
Monsters
Monsters spawn to slow you down while you explore. Most of them can injure you or kill you outright. Every board is built around one monster, which always spawns as the first event.
Alligator
A large, fast, and very aggressive alligator. It roams the house and attacks any player it finds.
Damage: 60 HP. Weak to: Boom dice, Cocoon dice.
Carnivorous Plant
A large plant that starts the event asleep. It senses movement around it and wakes up. Do not sprint near it and it stays asleep.
Damage: 60 HP. Weak to: Fire dice, Boom dice.
Dress Mannequin
Very dangerous. Mannequins only move when no player is looking at them. Each one stays still until a player comes close within its field of vision. Then its mouth opens and it becomes active. You will hear a creak when they move, and they kill instantly. Alone, back away until it is out of your sight, which should deactivate it. In a group, one player keeps it in view while the others move around it.
Damage: instant death. Weak to: Fire, Boom dice, Cocoon dice.
Huntsman
Extremely sensitive to sound. Even crouch-walking near him can alert him.
Damage: 70. Weak to: Fire dice, Boom dice, Cocoon dice.
Knights
A pair of giant chess knights, one white and one black. Only one is active at a time. One hunts players while the other stops to rest briefly, so you can move past the resting one without angering it. They cannot be damaged, but they can be cocooned and frozen.
Weak to: Cocoon dice, Freeze dice.
Mimic Door
Some doors turn into mimics that hurt players who open them. You can hear heavy breathing when you are close to one.
Money Man
A short monster that looks like the Monopoly Man. He leaves you alone if you keep your distance, but he goes straight for any idol he sees. If you hold an idol, he chases you and attacks with his cane.
Weak to: Fire dice, Boom dice, Cocoon dice.
Mummy
Roams the manor dragging a very long bandage. Get close to its line of sight and it chases you with a long sword. The sword reaches far to the sides but not up or down. If you step over the bandage, the Mummy sprints to that spot to look for you. Standing on a table or box keeps you safe from its attacks.
Damage: 60. Weak to: standing two feet or more off the ground, Fire dice, Boom dice, Cocoon dice.
Penguin
A noisy clockwork penguin that explodes after a short fuse. The fuse only starts when a player gets close. You can pick penguins up and throw them into pits or at enemies. Throwing them knocks them down for a short time.
Explosion damage: 100.
Player Mimic
An exact copy of one of the players in the lobby. It records what that player says in proximity voice chat and repeats it at random times. Now and then it throws random dice at a player while laughing.
Sandworm
Moves underground and goes after players who run or make loud noises. The ground rumbles before it lunges up to attack.
Damage: 70.
Shadow Man
A white, static-filled human shape that comes out of televisions showing static around the manor. Turn the TV off and he disappears for a short time.
Weak to: turning off the active TV.
Snowman
Many snowmen roam the manor, but only one is dangerous. You can destroy the harmless ones by throwing any object through them, even the plain dice from the game room. If you dare to get very close, you can also run through one to destroy it. The one aggressive snowman chases any player it sees and has to be killed the usual way.
Weak to: thrown objects or running into them (harmless ones only), Fire dice, Boom dice, Cocoon dice.
Spider
Spiders hide on the ceiling and sometimes make noise when players get close. Walk under one and you get cocooned.
Yeti
A huge, hairy monster that stomps loudly through the manor. It is very aggressive and chases players at high speed.
Weak to: Fire dice, Boom dice, Cocoon dice.
Curses
A cursed movement die has a purple curse face. If that face lands on top, a curse hits some or all players until the next movement phase.
| Curse | Effect |
|---|---|
| Flashlight Disabled | Affected players cannot use their flashlight. |
| Reduced Maximum Health | Affected players’ maximum health is capped at 20. |
| Shared Damage & Healing | All players share damage and healing. When one player takes damage from any source, everyone does. When one player heals, everyone heals. |
Dying and talking from beyond
Mirrors. Mirrors are scattered around the house. Save your image in one, and when you die you come back to life at that mirror. Each mirror works once and breaks after it revives a player.
Portraits. The portraits on the game room wall show which players have died. Dead players can speak through them, and players standing nearby can hear them.
Whispers. Dead players can fill a meter to whisper to one player they are spectating.
How events work
When the token stops, a rhyme appears above the board to announce the new event. It can be a monster spawn, a minigame you must survive, or a platforming challenge. After most events, you explore the rearranged manor for idols to unlock the next movement die.
Monster spawn events
Each of these spawns its monster for the rest of the game. Mimic Doors appear throughout the manor, Spiders appear on ceilings, and the Shadow Man comes with the TVs that activate him.
| Monster | Rhyme |
|---|---|
| Alligator | KEEP YOUR FEET UP ABOVE THE MUD / OR IT WILL BITE YOU IN COLD BLOOD |
| Carnivorous Plant | HIDDEN IN LEAVES, IT LAYS IN SLUMBER / SLOW DOWN YOUR PACE OR MAKE A BLUNDER |
| Dress Mannequins | RED LIGHT, GREEN LIGHT, THEY WANT TO PLAY / THEY KNOW WHEN YOU’RE LOOKING AWAY |
| Huntsman | HE SEES NO LIGHT, BUT HEARS IT ALL / ONE BREATH, ONE STEP, AND DOWN YOU FALL |
| Ice Miner | ONCE HE TANGLES YOU IN HIS ROPE / BREAKING FREE IS YOUR ONLY HOPE |
| Mimic Door | A FAKE DOOR WAITS WITH HUNGRY BREATH / LISTEN UP FIRST OR STEP TO DEATH |
| Money Man | GUARDING HIS BANK, LOOKING FOR GOLD / DON’T LET HIM NOTICE WHAT YOU HOLD |
| Mummy | DON’T TRIP OVER HIS BANDAGES / OR FACE HIS WRATH OF PAST AGES |
| Player Mimics | ONE OF YOU MAY NOT BE TRUE / STAY TOGETHER, OR THEY’LL COME FOR YOU |
| Penguins | A CRANKY BUNCH TO BABYSIT / NO WAY OUT ONCE THE FUSE IS LIT |
| Sandworm | DON’T LET YOUR FOOTSTEPS MAKE A SOUND / SOMETHING IS LURKING UNDERGROUND |
| Shadow Man | DON’T LET THE TVS PLAY THE TAPE / OR LET THE SHADOW MAN ESCAPE |
| Snowmen | COPIES GATHER, HARMLESS AND COLD, / RUN FROM THE ONE WHO BREAKS THE MOLD |
| Spiders | ON THE CEILING, THEY WALK AROUND / LOOK UP ABOVE, OR END UP BOUND |
| Yeti | A TRAIL OF FOOTSTEPS IN THE SNOW / A ROAR BEFORE A DEADLY BLOW |
Minigame and trap events
Ballerina
DO NOT UPSTAGE THE BALLERINA / FOLLOW HER PACE, OR FACE THE DRAMA
Everyone is teleported to a room with an idol. To reach the game room, you must cross a large room where a ballerina spins in circles. If you move while she is stopped, spikes rise from the floor.
Chessboard
NOT EVERY SQUARE IS SAFE TO TREAD / PLAN YOUR NEXT MOVE OR JOIN THE DEAD
Everyone is teleported to a room with an idol that must go back to the game board. On the way you cross a giant chessboard, where pieces move and try to crush players walking over the squares.
Dice Spawn
THE BOARD HAS GIFTS IT WANTS TO SHARE / TAKE WHAT FALLS, IF YOU STILL DARE
The board throws several dice onto the floor. They count as rolled, so their effects happen right away, good or bad.
Fire Pillar
KEEP AWAY FROM THE DEADLY SPIRE / OR DIE IN THIS TRIAL BY FIRE
A pillar rises in the middle of the room and shoots several long jets of flame. It spins very fast and keeps switching direction. After a while it sinks back into the floor and the event ends.
Flash Freeze
GOOD LUCK TIPTOEING AS YOU PLEASE / AFTER THIS IMMINENT FLASH FREEZE
The game room floor freezes and stays slippery for the rest of the game.
Mannequin Attic
KEEP AN EYE OUT IN THE ATTIC / OR THEY MIGHT NOT REMAIN STATIC
A door opens to a cramped attic upstairs filled with Dress Mannequins. The idols are at the back.
Rolling Boulder Trap
GRAB THE IDOL, MAKE YOUR ESCAPE / OR THE ROLLING BOULDER SEALS YOUR FATE
The central door opens to a hallway with a single idol. Picking it up sets off a boulder that rolls after the player all the way back to the game room. If that player dies, the boulder does not come back when the idol is picked up again.
Shell Game
FOLLOW THE CARD SHOWING THE ROUTE / OR HOPE YOUR LUCK HAS NOT RUN OUT
A room with three doors opens next to the game room. Three cards above the doors shuffle like a shell game. Watch the card with the idol picture and go through the door it stops over to get the idol. The other two doors are mimics.
The Floor is Lava
FROM DOWN BELOW, THE HEAT WILL RISE / REACH HIGH GROUND OR MEET YOUR DEMISE
Everyone is teleported to a room where lava rises steadily under the floor. Stack the large boxes in the room to climb to the second floor and get out onto the balcony before the lava reaches you. You need 10 boxes in a 1-2-3-4 stack.
For the rest of the game after this event, lava keeps rising until it covers the floor for several seconds, damaging anyone caught in it. You will hear and see fire just before it happens. Stand on something like a box or a table until the lava goes down.
Trapdoor Game
COME IN AND PLAY MY TWISTED GAME / THE SAFE TILES ARE NEVER THE SAME
Everyone is teleported to a room with a 5×5 grid of floor tiles, each marked with a symbol. A wheel spins on the wall, and the symbol it lands on marks the safe tiles for that round. Every other tile becomes a trapdoor that drops the players on it to their death. There are three rounds, and more symbols are added each round.
Game Completion
AT LAST YOU FOUND MY LONG LOST HEARSE / RETRIEVE MY SOUL AND END THE CURSE
This event always happens when the token reaches the center of the board. Dead players revive, and everyone is teleported to a room deep inside the house where the Game Master’s soul idol sits. One player must carry the idol safely to the game board and seal it to finish the game.
The shop
The shop opens after you clear the first board and restocks with new items after every board you clear after that. It sells upgrades, furniture, gadgets, and cosmetics. Almost any item can be on sale for 30% off. Prices below show the normal price first, then the sale price in parentheses.
Upgrades
Upgrades apply only to the player who buys them and last until the end of the game. They reset when a new game starts. Their prices go up after every board you clear.
| Upgrade | Effect | Max stacks | Price |
|---|---|---|---|
| Health | +25 maximum health | 8 | 200 (140) after the first board |
| Stamina | Adds one bar to maximum health | 7 | 200 (140) after the first board |
| Speed | Faster running speed | 5 | 200 (140) after the first board |
| Fanny Pack | One extra inventory slot | 2 | 400 (280) |
| Milk Bottle | Single use. Fully heals the buyer instantly. | — | 100 |
Furniture
Furniture goes into the game room, and every player can use it.
| Item | Effect | Price |
|---|---|---|
| Old Clock | A broken clock in the game room. Buying it repairs it, so if the whole team dies, you return to the shop instead of losing the run. | 2000 (1400) |
| Mirror | Unlocks the mirror in the game room. | 750 (525) |
| Disco Ball | A decorative disco ball that brightens the game room. | 1500 (1050) |
| Cube Dice Dispenser | Gives out Cube dice. | 500 (350) |
Gadgets
Gadgets can be used in the game room or during a run. Some are useful, others are just for fun.
| Gadget | Effect | Price |
|---|---|---|
| Compass | Always points to the game room. | 1250 (875) |
| Hunter Gun | A gun with limited ammo. Fully reloaded between boards. | 2500 (1750) |
| Flamethrower | A weapon that sets fire to anything in your way. Limited ammo, fully reloaded between boards. | 2500 (1750) |
| Camera | Takes pictures in the manor. | 375 (262) |
| Monster Sound Box | Plays monster sounds. | 250 (175) |
| Megaphone | Makes sure everyone hears you while planning. | 250 (175) |
| Game Master Mask | Lets you wear the Game Master’s face and sneak past enemies unnoticed. Limited charge, fully recharged between boards. | 1750 (1225) |
| X-Ray Goggles | Shows players and your surroundings through walls. Limited charge, fully recharged between boards. | 1250 (875) |
Cosmetics
Any player can buy cosmetics to change how the manor or the players look. They are not permanent and must be bought again after every save reset.
| Item | Where to find it | Price |
|---|---|---|
| Wallpaper | Back wall of the shop. Changes the manor’s wallpaper. | 200 |
| Sweater color | Hanging rack in the shop. | Standard colors: 25. Gold sweater: 1500 |
Selling dice
Drop unused dice from a run into the DiceBurner in the shop to get money for them. You cannot burn dice that came from a dispenser.
| Dice | Payout |
|---|---|
| Most dice | $35 |
| Boom, Thread | $70 |
| Resurrect, Heal | $100 |
Henry’s puzzle: the attic safe
With careful platforming in the game room, you can reach a secret room above the ceiling. It holds empty drawers, a newspaper clipping, and a safe with a six-digit lock.
The clipping is partly illegible. It reports that someone and their seven children died on the evening of Sunday the 13th and that police are investigating the cause of a fire. It adds that the funeral will be this Thursday at 10 a.m. at a cemetery whose name cannot be read.
Part of the code is in this clipping. The rest comes from a yearbook in one of the manor’s rooms, titled “A new beginning – ‘87”. The family died on September 13, 1987, so the safe code is 091387.
The safe holds the Corridor Key, which opens a locked door across from the shop. The corridor behind it has several doors, but the only locked one you can interact with is Henry’s Bedroom. You find its key through another six-digit puzzle.
Henry’s puzzle: the dining room vault
Sometimes the manor has a large dining room with a picture of the Money Man on the wall and his hat on a chair. A lore note on a cabinet lists the house rules: dinner is at 6 p.m., wash your hands before and after meals, help set and clear the table, don’t take food from other people’s plates, try food before saying you don’t like it, and no toys at the table.
The “toy” means any idol. Place one on the table at the Money Man’s seat to reveal a hidden combination lock.
The code is Henry’s birthdate, which you piece together from lore notes around the manor. It fits, since the vault holds his room key.
- Bedroom note: wishes Henry a happy birthday on July 14.
- Doctor’s note: from pediatrician Dr. Miller, about a patient whose name cannot be read, examined on December 1, 1979. The patient shows lasting neurological damage: absence episodes, trouble concentrating, short-term memory loss, and nightmares. His learning and reasoning seem unaffected. He has regained the breathing function expected of a two-year-old.
Henry’s birthdate gives the code 071476. It opens a hidden tunnel behind the fireplace that leads to the manor vault. Inside are a pile of gold, idols, and Henry’s bedroom key.
More family lore is scattered around the house. It hints at Henry’s past and may hold clues for the rest of this side quest. The quest is likely unfinished in early access, and more notes and activities may come in later updates.
- Note on a dresser: someone calls Henry worse than a magpie and demands their gold ring back, or they will tell Mom and Dad.
- Torn note: warns that his hunger for gold never ends and tells you to drop your idols as soon as you see him. The rest is torn off.