In Invokyr Guide, I explain the haunted manor, how I collect idols, and use magical dice to progress through the board game. I face different monsters, complete dangerous events, and unlock upgrades as I explore new areas. I also learn how each dice effect works, where to find valuable idols, and how to survive until I reach the final trial and escape the manor.
Entering the Haunted Manor
I explore a mysterious manor controlled by a spirit known as the Game Master. To progress, I play a magical board game that unlocks doors throughout the manor, allowing me to explore new rooms, collect treasure, and eventually find a way out.
I roll a six-sided die to move the shared player token towards the center of the board. Each time I roll, the manor rearranges its rooms. New threats may also appear, and any monsters that spawn will remain for the rest of the game.
Once the player token reaches the center of the board, I must complete the final trial. I retrieve the Game Master’s soul idol, bring it back to the board, and seal it to escape the manor.
How I Play Invokyr
- I roll the movement die in the game room.
- I complete the event, which may involve collecting idols throughout the manor or surviving a game event.
- I return to the main room and roll the movement die again.
- Once the player token reaches the center of the board, I am teleported into the manor for the final trial. I must retrieve the Game Master’s soul idol and bring it back to the game room.
- I seal the idol into the board.
- I speak “Invokyr” into the microphone to complete the game.
Dice
I find dice throughout the manor, usually inside containers and drawers. Some are also placed on tables or boxes in the open. These dice help me deal with the monsters and other dangers inside the house.
Each die has a 5/6 chance of producing a Good Roll and a 1/6 chance of producing a Bad Roll. A Good Roll usually activates the intended effect, while a Bad Roll causes a negative effect.
Some dice have their own specific Bad Roll effects. Others trigger general chaos, which can cause random destructive events such as lightning strikes, fireworks, minor monster spawns, or explosions. Unless stated otherwise, a Bad Roll in this guide triggers a general chaos event.
Heal Die
Good Roll
A good roll creates a circular healing area. All players inside the area are healed or resurrected. A resurrected player returns with 10 HP, while a living player recovers 50 HP.
Resurrect Die
Good Roll
A good roll resurrects one random player who has died previously. This also works if their body was left behind in an earlier arrangement of the manor.
Bad Roll
A bad roll does not resurrect anyone. Instead, it spawns a Player Mimic armed with dice that can damage or hinder players.
Additional Functionality
If I die while carrying a Resurrect die in my inventory, the die is consumed and instantly brings me back to life.
Fire Die
Good Roll
A good roll ignites the area around where the die lands after a short delay. I can use this to set flammable objects on fire or damage certain monsters.
Bad Roll
A bad roll ignites the landing area immediately without a delay. This can be useful in some situations.
Storm Die
Good Roll
A good roll sends a lightning bolt to the landing area after a short delay. The lightning damages players or monsters and can also ignite the ground.
Bad Roll
A bad roll triggers the lightning bolt immediately. This can be useful in some situations.
Freeze Die
Good Roll
A good roll immobilizes the entity hit by the die for several seconds.
Bad Roll
A bad roll ignites the ground where the die lands.
Cocoon Die
Good Roll
A good roll creates a cocoon effect after a short delay. Any entities within a certain radius of the landing location are trapped inside cocoons for several seconds. If I get cocooned, I can struggle to break free.
Bad Roll
A bad roll triggers the cocoon effect immediately.
Chaos Die
Good Roll
A good roll activates one of the six different effects shown on the die’s faces.
Teleport Die
Good Roll
A good roll teleports the player who threw the die to its landing location. I can use this to get past blocking entities or reach difficult platforming locations.
Bad Roll
A bad roll spawns a random minor monster where the die lands, usually a Dress Mannequin or Penguin.
Antigravity Die
Good Roll
A good roll reduces gravity within a large spherical area, allowing players to float through it. This is useful when carrying idols across long gaps.
Scanner Die
Good Roll
A good roll releases a radar pulse from the die’s landing location. The pulse reveals interactable objects through walls and doors, highlighting idols, players, and monsters in bright green.
Rally Die
Good Roll
A good roll teleports all players to the location where the die lands.
Lantern Die
Good Roll
A good roll creates a lantern that I can carry or drop to mark a location. It lights up dark rooms, and I can change the light’s color using the scroll wheel.
Thread Die
Good Roll
A good roll spawns a ball of thread that rolls towards the game room. I can follow it to find my way back when I get lost.
This is especially useful during the final event, when I am teleported into the deepest part of the manor and must find my way back to the game room.
Cube Die
Good Roll
A good roll creates a large cube that I can move around and use to reach higher areas. These cubes can only be spawned using the Cube Dice Dispenser purchased from the shop.
Firework Die
Good Roll
A good roll creates several fireworks that bounce around the room before exploding. Colliding with a firework deals 1 damage.
These fireworks can only be spawned using the Firework Dice Dispenser purchased from the shop.
Dice Dispenser
When I interact with a dice dispenser, it produces a die of the type shown at the top of the device. The dispenser recharges as soon as the spawned die is activated, allowing me to use it repeatedly without a limit.
When I find dispensers throughout the manor, they are usually Scanner Die or Cocoon Die dispensers.
Idols
I collect Bronze, Silver, Gold, and rare Diamond idols throughout the manor and bring them back to the game board. The board consumes the idols to generate money and unlock the next token movement die.
During most exploration phases, I can find several idols. Each idol has a monetary value based on its material. If I need to collect a certain number of idols to unlock the next movement die, the required number appears floating above the board.
Each idol also has its own mystical effect that activates while I hold it. Dropping an idol stops its effect, which resumes when I pick it up again.
Idols can have different appearances, but I cannot identify their specific effects until I pick them up. Their rarity can also increase depending on how far away they are from the game room. For example, a Teleport idol found close to the game room may be Bronze, while one found farther away may be Silver.
I can continue bringing idols back to the board even after a movement die has been unlocked. Doing this spawns additional movement dice, up to a maximum of three, although I can only use one. If the board spawns a cursed or low-rolling die, I can search for more idols to try to generate a better one.
Idol Values
- Bronze: $100
- Silver: $150
- Gold: $200
- Diamond: $300
Bronze Idols ($100)
Normal Idol
The Normal Idol has no effect when I pick it up. Its eyes glow orange while I hold it.
Ice Idol
The Ice Idol creates a frost field around my feet. Anyone within its radius, including me, slides as if moving on ice. Its eyes glow blue while I hold it.
Miniaturizing Idol
The Miniaturizing Idol shrinks the player holding it and raises their voice’s pitch. Its eyes do not glow while held.
Mirror Controls Idol
The Mirror Controls Idol reverses the movement and aiming controls of the player holding it. The WASD controls and mouse movement are both mirrored. Its eyes glow pink while held.
Mirror Environment Idol
The Mirror Environment Idol flips my vision without changing my controls. Its eyes glow purple while held.
Teleport Idol
The Teleport Idol teleports me to a random location in the manor every time I pick it up. I can use it to escape monster attacks.
Silver Idols ($150)
Blinding Idol
The Blinding Idol reduces my vision radius while held, creating a darkened and quieted area around me. Its eyes glow pink.
Music Box Idol
The Music Box Idol plays music and spins its head around while I hold it. At random intervals, it glows red. Shortly afterward, sharp spikes protrude from its body and deal 20 HP damage to the player holding it. Its eyes glow white.
Spider Idol
The Spider Idol grows legs and breaks free from the first player who picks it up. It then runs away through the manor. Eventually, it stops moving, or I can catch it while it is running. Once caught, it stops trying to escape.
Other Player Eyes Idol
The Other Player Eyes Idol makes me see through the eyes of another random player while I hold it. If no other players are alive, it functions like a Normal Idol.
Fire Idol
The Fire Idol ignites its eyes when picked up. It randomly discharges flames in front of me while forcing me to slowly spin left or right.
The flames can ignite flammable objects, just like the Fire Die, and can kill certain monsters.
Gold Idols ($200)
Storm Idol
The Storm Idol repeatedly creates lightning strikes near the player holding it. These strikes deal damage and can sometimes ignite the ground. Its eyes glow blue while held.
Chaos Idol
The Chaos Idol regularly spawns random dice, usually ones that deal damage. It ejects the dice in front of the player holding it. Its eyes glow green.
Special Idols
Game Master’s Soul
The Game Master’s Soul is a unique idol that appears during the final trial of a game. I must carry it back to the board to complete the game. It has no effect while held.
Monsters
Monsters can spawn throughout the manor and hinder my progress. Most of them can injure or kill me. Each board is based around a specific monster that is guaranteed to spawn as the first event.
Alligator
The Alligator is a large, fast, and highly aggressive monster. It roams the manor and attacks any players it finds. It is immune to fire damage.
Attack Damage: 60
Weaknesses: Boom dice, Cocoon dice.
Carnivorous Plant
The Carnivorous Plant begins the event phase asleep. It can sense movement, and possibly noise, within a certain radius. Getting too close or moving around it can wake it up.
Attack Damage: 60 HP
Weaknesses: Fire dice, Boom dice. I avoid sprinting near the monster to prevent waking it up.
Dress Mannequin
Dress Mannequins are extremely dangerous monsters that only move when they are outside a player’s field of vision.
They remain still until a player gets close enough while looking at them. At that point, their mouths open, and they begin moving when no player is watching. I can hear a creaking noise when they move, and getting caught results in instant death.
When playing solo, I back away until I can no longer see the mannequin. This should deactivate it. When playing with others, one player can keep the mannequin in sight while the remaining players move around it.
Attack Damage: Instant death
Weaknesses: Fire, Boom dice, Cocoon dice.
Horsemen
The Horsemen resemble giant chess knights and always appear as a pair: one white and one black.
Only one Horseman is active at a time. The active one hunts players while the other stops to rest briefly. I can move around the resting Horseman without attracting its aggression.
Weaknesses: Cocoon dice.
Huntsman
The Huntsman is extremely sensitive to sound. Even crouch-walking nearby can alert him. He is immune to fire damage.
Attack Damage: 70
Weaknesses: Fire dice, Boom dice, Cocoon dice.
Mimic Door
Some doors throughout the manor become Mimic Doors. Opening one damages the player. I listen for heavy breathing when approaching a suspicious door.
Money Man
The Money Man is a short monster that resembles the Monopoly Man. He is not immediately aggressive as long as I keep my distance.
However, he immediately pursues any idols he sees. If I am holding an idol, he chases me and attacks with his cane.
Weaknesses: Fire dice, Boom dice, Cocoon dice.
Mummy
The Mummy roams the manor with a very long bandage trailing behind it. If I enter its line of sight, it chases me and attacks with a long sword. The sword has good horizontal range but cannot hit vertically.
Walking over the Mummy’s bandage causes it to sprint towards the location where I crossed it to search for a player. Standing on a table or box protects me from its attacks.
Attack Damage: 60
Weaknesses: Standing at least two feet off the ground, Fire dice, Boom dice, Cocoon dice.
Penguin
The Penguin is a clockwork monster that makes noise and explodes after a short fuse timer. The timer only starts when it gets close to a player.
I can pick up Penguins and throw them into pits or at enemies. Throwing one knocks it down for a short duration.
Explosion Damage: 100.
Player Mimic
The Player Mimic looks exactly like one of the players in the lobby. It records phrases spoken by that player through proximity voice chat and repeats them at random times.
It occasionally throws random dice at players while making an evil laugh.
Sandworm
The Sandworm roams underground and targets players who run or make loud noises. The ground rumbles before it lunges out to attack.
Attack Damage: 70.
Shadow Man
The Shadow Man is a white, static-filled, human-shaped monster that emerges from televisions playing static throughout the manor.
Turning off the active television makes it disappear for a short time.
Weakness: Turning off the active television.
Snowman
Snowmen roam throughout the manor. Most are harmless, but one is aggressive.
I can destroy the harmless copies by throwing any object through them, including the plain dice from the game room. The aggressive Snowman chases players it sees and must be killed using normal methods.
Weaknesses: Thrown objects for harmless copies, Fire dice, Boom dice, Cocoon dice.
Spider
Spiders hide on the ceiling and occasionally make noises when players get close. Walking underneath one causes the player to become cocooned.
Yeti
The Yeti is a huge, hairy monster that loudly stalks the manor. It is highly aggressive and chases players at high speed.
Weaknesses: Fire dice, Boom dice, Cocoon dice.
Curses
Curses can occur when I roll a cursed die during the player token movement phase. If the die lands with its purple curse face on top, the curse affects some or all players in the lobby until the next token movement phase.
Flashlight Disabled
The affected players can no longer use their flashlights.
Shared Damage & Healing
All players share the damage and healing they receive. If one player takes damage from any source, every player takes the same damage. The same applies when a player heals.
Events
During the player token movement phase, a rhyme appears above the board after the token stops. The rhyme tells me which event has occurred.
Events can spawn monsters, start minigames that I must survive, or introduce platforming challenges. Most of the time, I explore the rearranged manor and collect idols to unlock the next movement die.
Monster Spawn Events
Monster Spawn: Alligator
Rhyme
KEEP YOUR FEET UP ABOVE THE MUD
OR IT WILL BITE YOU IN COLD BLOOD
Effect
The Alligator spawns and remains in the manor for the rest of the game.
Monster Spawn: Carnivorous Plant
Rhyme
HIDDEN IN LEAVES, IT LAYS IN SLUMBER
SLOW DOWN YOUR PACE OR MAKE A BLUNDER
Effect
The Carnivorous Plant spawns and remains in the manor for the rest of the game.
Monster Spawn: Dress Mannequins
Rhyme
RED LIGHT, GREEN LIGHT, THEY WANT TO PLAY
THEY KNOW WHEN YOU’RE LOOKING AWAY
Effect
Dress Mannequins spawn and remain in the manor for the rest of the game.
Monster Spawn: Huntsman
Rhyme
HE SEES NO LIGHT, BUT HEARS IT ALL
ONE BREATH, ONE STEP, AND DOWN YOU FALL
Effect
The Huntsman spawns and remains in the manor for the rest of the game.
Monster Spawn: Ice Miner
Rhyme
ONCE HE TANGLES YOU IN HIS ROPE
BREAKING FREE IS YOUR ONLY HOPE
Effect
The Ice Miner spawns and remains in the manor for the rest of the game.
Monster Spawn: Mimic Door
Rhyme
A FAKE DOOR WAITS WITH HUNGRY BREATH
LISTEN UP FIRST OR STEP TO DEATH
Effect
Mimic Doors spawn throughout the manor and remain for the rest of the game.
Monster Spawn: Money Man
Rhyme
GUARDING HIS BANK, LOOKING FOR GOLD
DON’T LET HIM NOTICE WHAT YOU HOLD
Effect
The Money Man spawns and remains in the manor for the rest of the game.
Monster Spawn: Mummy
Rhyme
DON’T TRIP OVER HIS BANDAGES
OR FACE HIS WRATH OF PAST AGES
Effect
The Mummy spawns and remains in the manor for the rest of the game.
Monster Spawn: Player Mimics
Rhyme
ONE OF YOU MAY NOT BE TRUE
STAY TOGETHER, OR THEY’LL COME FOR YOU
Effect
Player Mimics spawn and remain in the manor for the rest of the game.
Monster Spawn: Penguins
Rhyme
A CRANKY BUNCH TO BABYSIT
NO WAY OUT ONCE THE FUSE IS LIT
Effect
Penguins spawn and remain in the manor for the rest of the game.
Monster Spawn: Sandworm
Rhyme
DON’T LET YOUR FOOTSTEPS MAKE A SOUND
SOMETHING IS LURKING UNDERGROUND
Effect
The Sandworm spawns and remains in the manor for the rest of the game.
Monster Spawn: Shadow Man
Rhyme
DON’T LET THE TVS PLAY THE TAPE
OR LET THE SHADOW MAN ESCAPE
Effect
The Shadow Man and his activation televisions spawn and remain in the manor for the rest of the game.
Monster Spawn: Snowmen
Rhyme
COPIES GATHER, HARMLESS AND COLD,
RUN FROM THE ONE WHO BREAKS THE MOLD
Effect
Snowmen spawn and remain in the manor for the rest of the game.
Monster Spawn: Spiders
Rhyme
ON THE CEILING, THEY WALK AROUND
LOOK UP ABOVE, OR END UP BOUND
Effect
Spiders spawn on the ceilings throughout the manor and remain for the rest of the game.
Monster Spawn: Yeti
Rhyme
A TRAIL OF FOOTSTEPS IN THE SNOW
A ROAR BEFORE A DEADLY BLOW
Effect
The Yeti spawns and remains in the manor for the rest of the game.
Minigame and Trap Events
The Floor is Lava
Rhyme
FROM DOWN BELOW, THE HEAT WILL RISE
REACH HIGH GROUND OR MEET YOUR DEMISE
Effect
All players are teleported into a room where lava steadily rises beneath the floor. I must stack the large boxes around the room to reach the second floor and escape onto the balcony before the lava reaches me.
I need to stack 10 boxes in a 1-2-3-4 formation.
After completing the challenge, lava continues to rise throughout the manor for the rest of the game. It covers the floor for several seconds and damages any players caught in it. I can hear and see the fire effects before the lava covers the floor, so I stand on an object such as a box or table until the lava subsides.
Trapdoor Game
Rhyme
COME IN AND PLAY MY TWISTED GAME
THE SAFE TILES ARE NEVER THE SAME
Effect
All players are teleported into a room containing a 5×5 grid of floor tiles with different symbols.
A wheel spins on the wall, and the symbol it lands on determines which tiles are safe for that round. All unsafe tiles turn into trapdoors and drop anyone standing on them to their death.
The game lasts three rounds, with the number of symbols increasing each round.
Chessboard
Rhyme
NOT EVERY SQUARE IS SAFE TO TREAD
PLAN YOUR NEXT MOVE OR JOIN THE DEAD
Effect
All players are teleported into a room containing an idol that must be brought back to the game board. I must navigate a giant chessboard while the pieces move around and attempt to crush players crossing the squares.
Fire Pillar
Rhyme
KEEP AWAY FROM THE DEADLY SPIRE
OR DIE IN THIS TRIAL BY FIRE
Effect
A pillar rises in the center of the room, releasing several long jets of flame. The pillar spins quickly in alternating directions.
After a certain duration, the pillar returns to the ground and the event ends.
Rolling Boulder Trap
Rhyme
GRAB THE IDOL, MAKE YOUR ESCAPE
OR THE ROLLING BOULDER SEALS YOUR FATE
Effect
The central door opens into a hallway containing an idol. When I pick up the idol, a boulder trap activates and chases me back towards the game room.
If I die, the boulder will not spawn again when the idol is picked up.
Dice Spawn
Rhyme
THE BOARD HAS GIFTS IT WANTS TO SHARE
TAKE WHAT FALLS, IF YOU STILL DARE
Effect
The game board ejects multiple dice onto the ground. The dice count as already rolled, so their effects activate immediately, whether they are beneficial or harmful.
Ballerina
Rhyme
DO NOT UPSTAGE THE BALLERINA
FOLLOW HER PACE, OR FACE THE DRAMA
Effect
All players are teleported into a room containing an idol. I must return to the game room through a large room where a ballerina spins in circles.
If I move while the ballerina is stopped, spikes rise from the ground.
Mannequin Attic
Rhyme
KEEP AN EYE OUT IN THE ATTIC
OR THEY MIGHT NOT REMAIN STATIC
Effect
A door opens to an upstairs area containing a cramped attic filled with Dress Mannequins. I can find idols in the back area.
Shell Game
Rhyme
FOLLOW THE CARD SHOWING THE ROUTE
OR HOPE YOUR LUCK HAS NOT RUN OUT
Effect
A room opens beside the game room with three doors. Three cards appear above the room and begin shuffling around like a shell game.
I follow the card showing the idol and enter the door it stops above to retrieve the idol. The other two doors are Mimic Doors.
Game Completion
Rhyme
AT LAST YOU FOUND MY LONG LOST HEARSE
RETRIEVE MY SOUL AND END THE CURSE
Effect
This event always occurs when the player token reaches the center of the board. All dead players are revived, and everyone is teleported to a room deep inside the manor.
I find the idol representing the Game Master’s soul and must carry it safely back to the game board. I then seal the idol into the board to complete the game.
Shop
The shop opens after I clear the first board. It opens again with a new inventory after every subsequent board clear.
I can purchase upgrades, furniture, gadgets, and cosmetics. Every shop item has a chance of receiving a 30% discount. Prices in this guide show the normal price followed by the discounted price in parentheses.
For example, 500 (350) means the normal price is $500 and the discounted price is $350.
Upgrades
Upgrades improve the player who purchases them and remain active for the rest of the game. They reset when a new game starts, and their prices increase after every board clear.
Health
The Health upgrade increases my maximum health by 25 points. It can be stacked eight times.
Price after the first board: 200 (140).
Stamina
The Stamina upgrade increases my maximum stamina by one bar. It can be stacked seven times.
Price after the first board: 200 (140).
Speed
The Speed upgrade increases my running speed. It can be stacked five times.
Price after the first board: 200 (140).
Fanny Pack
The Fanny Pack gives me one additional inventory slot. It can be stacked twice.
Price: 400 (280).
Milk Bottle
The Milk Bottle is a one-time-use item that instantly restores the health of the player who purchases it to full.
Price: 100.
Furniture
Furniture can be purchased from the shop and placed in the game room. All players can use these items.
Old Clock
Description: Brings me back to the shop if I fail a board.
The Old Clock initially appears broken in the game room. Purchasing it repairs the clock and prevents a total team death from ending the run.
Price: 2000 (1400).
Mirror
Description: Unlocks the mirror in the game room.
Price: 750 (525).
Disco Ball
Description: Adds a disco ball to the game room to brighten it up. It is stylish, shiny, and perfect for setting the mood.
Price: 1500 (1050).
Cube Dice Dispenser
Description: Allows me to spawn all the cubes I want.
Price: 500 (350).
Gadgets
Gadgets are items I can use in the game room or during a run. Some are functional, while others are purely for entertainment.
Compass
Description: Always points towards the game room.
Price: 1250 (875).
Hunter Gun
Description: A weapon that lets me fight back against enemies. It has limited ammunition and fully reloads between boards.
Price: 2500 (1750).
Flamethrower
Description: A weapon that sets anything in my way on fire. It has limited ammunition and fully reloads between boards.
Price: 2500 (1750).
Camera
Description: Allows me to take pictures of my favorite moments in the manor.
Price: 375 (262).
Monster Sound Box
Description: Plays the sounds of my favorite monsters.
Price: 250 (175).
Megaphone
Description: Helps everyone hear me when I am planning our next move in the manor.
Price: 250 (175).
Game Master Mask
Description: Lets me wear the Game Master’s face and pass enemies without being noticed. It has a limited charge and fully recharges between boards.
Price: 1750 (1225).
X-Ray Goggles
Description: Allows me to see players and my surroundings through walls. It has a limited charge and fully recharges between boards.
Price: 1250 (875).
Cosmetics
Cosmetics change the appearance of the manor or the players. They are not permanent and must be purchased again after every save reset.
Wallpaper
I can purchase different wallpapers for the manor from the back wall of the shop.
Price: 200.
Clothing
I can use the hanging rack in the shop to change the color of my sweater.
Price: Standard colors: 25. Gold sweater: 1500.
Miscellaneous Information
Mirrors
I can find mirrors throughout the manor. Saving my image in a mirror allows me to respawn at that mirror’s location if I die.
Each mirror can only be used once and breaks after resurrecting a player.
Communicating with Dead Players
The portraits on the wall in the game room show which players have died. Dead players can speak through their portraits, and nearby players can hear them.
Dead players can also use a chargeable meter to whisper to an individual player they are spectating.
Shop Dice Burner
I can bring unused dice from a run to the shop and drop them into the DiceBurner to receive $35 for each die destroyed.
Dice obtained from dispensers cannot be burned.
Secret Room – Henry’s Puzzle
I can reach a secret room above the ceiling by carefully platforming in the game room. Inside, I find empty drawers, a newspaper clipping, and a safe with a six-digit lock.
Newspaper clipping:
[illegible] and their seven children died on the evening of Sunday the 13th [illegible]. Police are investigating the cause of the fire.
The funeral will be held this Thursday at 10 a.m. at [illegible] Cemetery.
I can use the information in the clipping to partially solve the safe puzzle. The full date of the family’s death was September 13, 1987, which gives me the safe code 091387.
Inside the safe, I find the Corridor Key. This key opens a locked door across from the shop. Several doors are located along the corridor, but only one is an interactable locked door: Henry’s Bedroom.
The location of the key is currently unknown.
I also find other pieces of family lore throughout the manor. These notes hint at Henry’s history and may contain clues for continuing this sidequest. The quest appears to be incomplete during early access, so more notes and activities may be added in future updates.
Note on dresser:
Henry, you’re worse than a magpie. Give me back my gold ring, or I’m telling Mom and Dad!