Invokyr Strategy Guide – Dice and Idols

Grab essential items and understand dice effects in Invokyr to navigate the manor successfully.

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 threats, collect idols, and eventually escape by sealing the Game Master’s soul back into the board. The game really ramps up the tension as you navigate rooms that shift around you, creating a constant sense of stress and urgency.

Players often find themselves caught off guard by the various mechanics, whether it’s a surprise monster spawn or the chaos from a bad die roll. It’s easy to waste resources if you don’t have a solid plan, so learning these mechanics is crucial to survival. Pay attention to which dice and idols you’re collecting, as they can turn the tide of any encounter.

Before jumping into a session, make sure to familiarize yourself with the different dice types and their effects. Trust me, grabbing the right tools early on can save you a lot of headaches and potential deaths in the later stages!

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Invokyr section header: collecting dice and idols for survival.

Henry’s Puzzle Solutions: Secret Room & Safe Codes

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.

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.

Each movement roll rearranges the manor. Rooms shift and new threats can appear, impacting your strategy for survival. Keeping track of these shifts is vital, as they directly affect your game plan.

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.

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.

  • 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.

I can find special dice throughout the manor, usually inside drawers and other containers, with some left on tables or boxes. These dice are crucial 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 a Bad Roll. A Bad Roll might trigger a specific negative effect or a general chaos event like an explosion or minor monster spawn, so use them wisely!

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: Creates a healing area that restores 50 HP for living players and resurrects dead players with 10 HP.

  • 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: Revives one random player, even if their body is not present. Bad Roll: Instead of a revival, a Player Mimic spawns to challenge you.

  • 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: Ignites the area where it lands after a delay, useful for attacking monsters. Bad Roll: Fire activates immediately.

  • 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 delayed lightning strike causes damage; Bad Roll: Immediate strike instead.

  • 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: Freezes the target for a few seconds; Bad Roll: Ignites the area.

  • 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: Traps entities in cocoons; Bad Roll: Immediate cocoon effect.

  • 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: Activates one of six random effects.

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

Teleport Die: Good Roll: Teleports you to its landing point; Bad Roll: Spawns a minor monster there.

  • 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: Creates a low-gravity area, useful for moving idols over gaps.

  • 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: Reveals interactable objects, highlighting idols, players, and monsters in green.

  • 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: Every player is teleported to where this die lands.

Lantern Die: Creates a portable light source that can mark your path in dark rooms.

Thread Die: Leaves a path rolled out towards the game room, great for guiding players.

Cube Die: Spawns a movable cube for reaching high areas.

Cube Dice can only be created by purchasing from the Cube Dice Dispenser.

Firework Die: Creates bouncing fireworks that deal minor damage upon contact.

Firework Dice are available exclusively via Firework Dice Dispensers.

To utilize a Dice Dispenser, I interact with it to produce a die. The dispenser will recharge after activation, allowing unlimited use once the die is employed.

Common dispensers include those for Scanner and Cocoon Dice.

Firework Die

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

Idols play a critical role in my runs. Collecting bronze, silver, gold, and diamond idols enables me to earn money and unlock additional movement dice, essential for progress.

When idols are needed, the count necessary will appear above the board, helping keep track of what still needs to be collected.

Each idol carries a special effect while I carry it, ceasing when dropped and resuming upon pickup. Its appearance doesn’t reveal its effect beforehand.

Idols can vary in rarity based on distance from the game room. For instance, a Teleport Idol might be bronze close by but silver farther away.

I can keep feeding idols into the board even after unlocking a movement die to potentially produce three additional ones. However, only one can be actively used at a time. This offers options if I roll badly.

Idol Values:

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

Bronze Idols:

  • Normal Idol: No special effect; eyes glow orange.
  • Ice Idol: Creates a slip effect around me; eyes glow blue.
  • Miniaturizing Idol: Reduces size and pitch of voice.
  • Mirror Controls Idol: Reverses movement and aiming controls; eyes glow pink.
  • Mirror Environment Idol: Flips vision but maintains controls; eyes glow purple.
  • Teleport Idol: Randomly teleports me every pickup.

Each idol type brings unique advantages, so understanding their effects can greatly enhance your chances of surviving the terrors of Invokyr.

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.

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