To survive Invokyr’s monsters, use each creature’s listed weakness and change your movement to match its behavior: stay quiet around sound-sensitive enemies, keep moving mannequins in view, stand on raised objects against the Mummy, and use Fire, Boom, Cocoon, or Freeze dice where they are effective.
Monster weaknesses at a glance
| Monster | Weakness or counter | Damage |
|---|---|---|
| Alligator | Boom dice and Cocoon dice | 60 HP |
| Carnivorous Plant | Do not sprint near it; Fire dice and Boom dice can damage it | 60 HP |
| Dress Mannequin | Fire, Boom dice, and Cocoon dice | Instant death |
| Huntsman | Fire dice, Boom dice, and Cocoon dice | 70 HP |
| Knights | Cocoon dice and Freeze dice; they cannot be damaged | Not specified |
| Mimic Door | Listen for its heavy breathing before opening a door | Not specified |
| Money Man | Fire dice, Boom dice, and Cocoon dice | Not specified |
| Mummy | Stand at least two feet above the ground; Fire dice, Boom dice, and Cocoon dice also work | 60 HP |
| Penguin | Pick it up and throw it into a pit or at an enemy; throwing it briefly knocks it down | 100 HP explosion |
| Shadow Man | Turn off the active television to despawn it temporarily | Not specified |
| Snowman | Throw any object through harmless copies or run through them; use Fire, Boom, or Cocoon dice against the aggressive copy | Not specified |
| Yeti | Fire dice, Boom dice, and Cocoon dice | Not specified |
Monster-specific tactics
Alligator
The Alligator is fast and highly aggressive. Use a Boom die or Cocoon die to hinder it before it reaches the group.
Carnivorous Plant
The plant starts asleep and senses movement nearby. Do not sprint close to it, which lets you pass without waking it. If it becomes active, use Fire dice or Boom dice.
Dress Mannequins
Dress Mannequins move only when they are outside a player’s field of vision. When playing alone, back away until you are far enough away that the mannequin is no longer visible; this should deactivate it. With multiple players, one player should keep the mannequin in sight while the others move around it. Getting caught results in instant death. Fire, Boom dice, and Cocoon dice are listed weaknesses.
Huntsman
The Huntsman is extremely sensitive to sound, and even crouch-walking nearby can alert him. Keep your distance and use Fire dice, Boom dice, or Cocoon dice when you need to stop or damage him.
Knights
The Knights appear as a white-and-black pair, but only one is active at a time. The active Knight hunts players while the other rests, allowing movement around the resting one without provoking it. Knights are immune to damage, but Cocoon dice and Freeze dice can immobilize them.
Mimic Doors
Some doors become Mimic Doors and damage players who open them. Listen for heavy breathing when approaching a door before interacting with it.
Money Man
Money Man is not immediately aggressive if you keep your distance, but he pursues players carrying idols and tries to take them. Avoid showing idols near him when possible, and use Fire dice, Boom dice, or Cocoon dice if he gives chase.
Mummy
The Mummy attacks from close to its line of sight with a sword that has strong horizontal reach but cannot hit vertically. Do not cross its trailing bandage: doing so makes it sprint to the point where the bandage was crossed. Standing on a table or box protects you from its damage. Being at least two feet above the ground is also listed as a weakness, along with Fire, Boom, and Cocoon dice.
Penguins
Clockwork Penguins make noise and explode after a short fuse. The fuse starts when one gets close to a player. Pick them up and throw them into pits or at enemies; a throw also knocks one down briefly.
Player Mimics
A Player Mimic copies a lobby player, repeats phrases recorded through nearby voice chat, and occasionally throws dice while laughing. The source lists no specific weakness, so keep track of the real players and treat unexpected copies as threats.
Sandworm
The Sandworm targets players who run or make loud noises. Keep movement and sound to a minimum, and watch for the ground rumble that signals an impending lunge.
Shadow Man
The Shadow Man emerges from televisions showing static. Turn off the active television to despawn him for a short time.
Snowmen
Most Snowmen are harmless copies. Destroy them by throwing any object through them, including plain dice from the game room, or by running through one at close range. One aggressive copy is different: it chases players it sees and must be killed by conventional means. Fire, Boom dice, and Cocoon dice are listed against the aggressive Snowman.
Spiders
Spiders hide on ceilings and may make noises when players approach. Look up before walking underneath one; crossing beneath it causes the player to be cocooned.
Yeti
The Yeti is loud, aggressive, and fast. Use Cocoon dice to restrain it, or Fire dice and Boom dice to attack it while creating distance.
Useful combat items
- Fire dice: Ignite the landing area after a delay on a good roll and can damage some monsters, including the Carnivorous Plant, Dress Mannequin, Huntsman, Money Man, Mummy, Snowman, and Yeti.
- Cocoon dice: Wrap entities near the landing point for several seconds on a good roll. Players can struggle free, but the effect can temporarily stop many monsters.
- Freeze dice: Immobilize the entity they hit for several seconds. They are particularly useful against Knights.
- Boom dice: Listed as a weakness for several monsters, including the Alligator, Carnivorous Plant, Dress Mannequin, Huntsman, Money Man, Mummy, Snowman, and Yeti.
Threats without listed weaknesses
The source does not give a specific weakness for the Player Mimic, Sandworm, Spider, or Penguin beyond the tactics described above. The Ice Miner is mentioned as an event monster, but no behavior, damage value, or weakness is provided.
