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Sybil
From The Codex
(Redirected from Sybil)
“ | That barely worked... I hope I'm not too late. | „ |
Background
Sybil is the central character of Pseudoregalia and the only one the player directly controls from start to finish. Although the game offers minimal exposition and remains vague about its world, a handful of clues throughout Castle Sansa help paint a broader, if still uncertain, picture of her.
She is typically seen wearing her default outfit, but the player can unlock several other appearances. In this standard form, she presents as a tall, anthropomorphic figure with features that blend goat, cat, and rabbit-like qualities. Compared to most of the Castle’s denizens and adversaries, Sybil stands noticeably taller and more imposing. Her most distinctive physical traits include two jagged, lightning-shaped horns that extend from between her hair and split at the tips. Her hair and fur are similar shades of gray, with two front strands bearing golden bands. Her drooping ears, long and frayed tail, and hoofed legs further contribute to her animalistic appearance. Her striking eyes consist of square-shaped irises rotated diagonally and glowing blue, while the pupils appear white, contrasting sharply against the rest of her face. Thick, downturned eyebrows give her a consistently stern and serious look. Her body is lean and muscular, especially evident in her legs, which are exposed in most outfits and suggest a practiced agility. Official art occasionally depicts her with either a humanoid face or a more beast-like snout, both of which have been confirmed as accurate interpretations by the game's creator, Rittz.
Sybil’s base outfit includes a sleeveless white vest layered over a dark button-up shirt, both fastened with gold buttons. She also wears matching gold bracelets on both wrists and has fabric wrappings around her ankles that resemble partial socks, also with decorative buttons.
Not long after entering the Dilapidated Dungeon, an NPC remarks that Sybil might be wearing a disguise. However, the remark is ambiguous—it's not clarified whether it refers to her physical appearance, her clothing, or something deeper. This sets the tone for much of what follows: mystery, fragments of meaning, and unanswered questions.
Throughout the game, Sybil says very little, rarely offering direct insight into her thoughts or motivations. One of the few moments she does speak is when examining a mirror near the beginning, where she quietly hopes she's "not too late." This line implies urgency and intent, suggesting she deliberately entered Castle Sansa for a specific purpose. Based on the descriptions from both the Steam and itch.io listings, the events of the game take place within a dreamscape. That Sybil was able to enter this realm of her own volition strongly implies she possesses abilities beyond those seen during gameplay—potentially tied to dream-walking or other metaphysical skills. Her presence in this space seems to revolve around the figure known as the Princess, likely aiming to confront or rescue her, though the nature of their relationship is never made explicit.
Despite the scarcity of direct exposition, these elements together suggest a character with a deliberate mission, one connected to the dream world and potentially to the larger forces at play within it.
Appearance
- Looks:
Sybil is a tall, humanoid creature with features that blend elements of a rabbit and a deer. Her build is sturdy yet refined, with digitigrade legs and a slightly elongated torso that gives her a distinct, upright posture. Her fur is a consistent slate gray, broken up by white accents on her forearms, lower legs, chest, and the underside of her short tail. Her facial structure is slightly angular, with large, expressive blue eyes framed by dark gray eyelids and long lashes. Prominently, she has a pair of golden antlers that rise from her head in an angular, zigzag pattern—adding to her unique silhouette and giving her a natural air of authority. Her ears are long and upright, falling slightly to either side, with inner fur that's slightly lighter in tone.
- Clothing:
- Basic Vest: She wears a formal black vest with gold buttons, tailored to fit snugly over her chest and waist. Underneath is a short-sleeved white shirt with a sharp collar and asymmetrical design—the right sleeve extends fully while the left is cropped, adding visual interest. The outfit strikes a balance between professional and stylish, fitting her composed demeanor. On each wrist, she wears a simple gold bracelet that complements the gold of her antlers and vest buttons. Her legs are bare below the hem of her vest, leading to white-furred lower legs and black, hoof-like feet that appear naturally sleek and stable.
- Big Pants: This outfit is unlocked by selecting the "Give Sybil Pants" option in the Options menu. It gives Sybil large, baggy pants, golden beneath the knee, enhancing her overall mobility while adding a distinctive, casual flair.
- Professional: "Professionalism" is unlocked by completing the Time Trial in Castle Sansa. This outfit replaces Sybil's basic vest and cape with a full-body black unitard. She also wears a white bolero jacket, gold armbands on her upper arms, and black fingerless gloves. The unitard has holes on the sides of the thighs, allowing her fluffy fur to peek through. The only piece of jewelry carried over from the Basic Vest is a small gold bracelet on Sybil's right wrist.
- Sun Greaves: This outfit is automatically obtained after acquiring the Sun Greaves powerup. It adds golden greaves to the Basic Vest, complementing the armor Sybil wears in battle.
- Cling Sleeve: Unlocked by obtaining the Cling Gem powerup, this outfit adds a black sleeve to Sybil's left arm, with a blue gem on the back of her hand and a gold bangle. It also includes the Sun Greaves. If Cling Gem is obtained before Sun Greaves, this outfit can be manually equipped from the "Attire" menu, though Sun Greaves won't provide its ability until acquired normally.
- Soldier: "Chivalry" is unlocked by completing the Time Trial in Empty Bailey. This outfit replaces the basic vest with a white robe and gold armor, adding a regal, knightly appearance.
- Guardian: "A Guardian" is unlocked by completing the Time Trial in Sansa Keep. This outfit replaces the basic vest with a white leotard and a red half-cape, giving Sybil a more heroic and formidable look.
- Sol Sister: "Devotion" is unlocked by completing the Time Trial in the Dilapidated Dungeon. This outfit replaces Sybil's basic vest with a nun's outfit, featuring a headpiece and long sleeves that reflect a more religious, humble attire.
- Classy: "Class" is unlocked by completing the Time Trial in Twilight Theatre. This outfit consists of a stylish top and pants, with Sybil’s horns gaining another point that expands downward toward her ears, adding a more elegant touch.
- XIX: "Nostalgia" is unlocked by completing the Time Trial in The Underbelly. This outfit is inspired by an earlier version of the game, featuring a different hairstyle and a retro appearance.
- Sleepytime: "Sweater" is unlocked by completing the Time Trial in Listless Library. This cozy outfit replaces the basic attire with a white sweater and socks, one thigh-high and the other at ankle height, giving Sybil a more relaxed, casual appearance.
- Bleeding Heart: "A Bleeding Heart" is unlocked by completing the Time Trial in Tower Remains. This outfit replaces the basic vest with a purple dress with yellow details. Sybil’s horns are removed, and she wears yellow stockings and a flower wreath on her head. Her tail becomes fluffier near the end and gains a purple tint, enhancing her ethereal, heart-wrenching look.
- Special Features:
Sybil’s horns, which are usually a defining feature of her appearance, can be altered or removed depending on the outfit. Certain outfits like "Bleeding Heart" and "Sol Sister" make significant changes to her overall look, removing or adjusting her horns and adding accessories like wreaths or headpieces. Additionally, her tail and other features may also change in specific outfits to match the theme.
Personality
- Mysterious and Purposeful Arrival: Sybil's limited dialogue and vague presence throughout the game suggest she arrived at Castle Sansa with a specific goal, potentially to confront the Princess and release her from the dream. Her remark, "not too late," indicates she is intentional in her journey.
- Powers Beyond the Castle: Sybil’s ability to enter another person’s dream suggests she may possess powers outside of those gained in Castle Sansa. However, the extent of her abilities remains unclear, leaving much to speculation.
- Serious Demeanor and Interests: Sybil has a serious and intense personality, as shown by her character art. She harbors a desire to see the ocean, though she believes this may only be possible in a future dream environment, hinting at her connection to the dream world.
- Loss and Sanity: Sybil’s past is marked by a significant loss, likely related to a cooking accident. This trauma is severe enough to drive her to insanity, with a cookbook being enough to push her over the edge. However, reading about dealing with loss helps restore her sanity.
- Disdain for Music: Sybil considers musical theory to be nonsensical, calling it the "ramblings of a madman," which suggests her troubled relationship with her past and possibly a lack of understanding or connection to artistic pursuits.
Relationships
The Princess
Though not much is known about the Princess, we know from the games steam page and itch.io page that Sybil is entering a dream and trying to remove someone from their dream to return them to reality. Sybil shows care herself about the Princesses wellbeing stating that she hopes she's not too late[1].
When she finally encounters the Princess, she seems to be fully corrupted, attempting to attack and kill Sybil[2].
Though after Sybil defeats her, she returns to normal[3] realizing the reason Sybil is there to pull her out of the dream[4] saying how she just can't hide in the dream forever and pretend she doesn't exist[5]. She thanks Sybil for helping her saying how she'll be sure to write down her name as soon as she wakes up as she does not want to forget her[6]. Not wanting to take up her time as she's sure Sybil has others she needs to help, telling her to take care[7].
General Information
Nicknames: Goat-Bunny-Cat Lady[9]
Origin: Pseudoregalia
First Appearance: Pseudoregalia
Creator: rittzler
Assigned Gender: Female
Sexuality: Unknown
Refers to Herself: First-Person (Sybil refers to herself by using "I"[10])
Pronouns: She/Her
Handedness: Right-Handed (Sybil holds the dream breaker in her right hand[11])
Age: Unknown
Birthday: Unknown
Time Period: Unknown (As the game takes place within a dream that Sybil enters to remove one from the dream they're using to escape reality)
Timeline: Main Timeline
Homeworld: Unknown
Residence: Unknown
Story Role: Main Protagonist, Dream Traveler
Legacy: Unknown Legacy (Sybil's exploits are done within dreams, with many characters not knowing of her as she takes a disguise when she enters the dreams)
Influence: Personal Influence (Sybil helped rescue the Princess from staying in her dream forever and pretending she doesn't exist)
Language: Common Language (Able to speak the same language as the Princess)
Ethnicity: Unknown
Religion: Unknown
Classification: Hybrid, Bubble girl[12]
Species: Goat-Bunny-Cat Hybrid[13]
State of Being: Regular
Physiology: Hybrid Animal Physiology
In-Universe Creator: Unknown
Occupation: Unknown
Affiliations: The Princess (At the end of the game)
Enemies: The Princess
Height: Around 6 feet (Noted by rittzler that Sybil is probably around 6 feet give or take a few inches)
Weight: Unknown
Status: Alive
Alignment: Neutral Good (The events take place within a dream where Sybil enters to remove one from the dream they're using to escape reality. The Princess notes that Sybil is here to help and save her from staying with in the dream[14], she also implies that Sybil goes around helping others that are trapped within their dreams, not wanting to return to reality[15])
Protection Level: Mental Protectors (The events take place within a dream where Sybil enters to remove one from the dream they're using to escape reality. The Princess notes that Sybil is here to help and save her from staying with in the dream[16], she also implies that Sybil goes around helping others that are trapped within their dreams, not wanting to return to reality[17])
- Type of Potential: Growth Potential
- Level of Potential: Growth Potential
- Description: Sybil's abilities, powers, techniques, and more grows as she travels around the dream, gaining new abilities, skills, and items.
- Limitations: Nothing notable.
Codex Statistics
Grade: S
Tier: At least 9-B, Higher with Indignation, Far Higher with Strikebreak
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: At least Wall level (Buster) (Sybil can destroy large walls after several hits[18], and smaller ones in a single hit[19]. Can break through brick and stone floors with the Sunsetter technique[20]), Higher with Indignation (Higher Power gives Sybil increased combat capabilities, increasing her damage at level 3[21]), Far Higher with Strikebreak (Unleashes a charged attack that can be used to destroy[22] heavy barriers that Sybil cannot destroy regularly[23])
Durability: At least Wall level (Can take attacks from enemies that can take hits from her[24]. Can take hits from Strong Eyes[25], who can cause giant rocks to sprout out from his hits[26])
Striking Strength: Unknown: True Class (Sybil can only destroy large walls due to the Dream Breaker[27])
Lifting Strength: At least Superhuman (Able to kick her sword, causing a large bell-like sound[28], which hits the ground so hard it makes a large metallic sound and sticks into the ground[29], all the while she can easily carry it and grab it while it's flipping in the air[30])
Travel Speed: Average Human Speed, Higher with Slide (Gains a boost of speed while using the slide technique[31])
Attack Speed: At least Superhuman (Sybil attacks so fast she creates yellow afterimages[32]. Sybil slides so fast she leaves behind afterimages[33])
Reaction Speed: At least Superhuman
Stamina: Superhuman (Traveled across the entirety of the castle, finding the Princess to wake her from her dream without tiring, only resting in order to recover health)
Range: Standard Melee, Extended Melee with Dream Breaker, Higher with Indignation (Higher Power gives Sybil increased combat capabilities, extending her range at level 2[34]), At least Tens of Meters with Soul Cutter (Soul Cutter fires long distance projectiles that travel this far[35])
Intelligence: Unknown Intelligence
Knowledge: At least Expert level (The Princess notes that Sybil is here to help and save her from staying with in the dream[36], she also implies that Sybil goes around helping others that are trapped within their dreams, not wanting to return to reality[37], meaning that she is experienced in doing this. She also showcases mastery of acrobatics and parkour, being able to maneuver around various rooms with ease)
Powers and Techniques
- Superhuman Physical Characteristics
- Disguise Mastery (Sybil is noted to be wearing a disguise that will fool "most of them"[38])
- Weapon Mastery (Unique Weaponry; Sybil's main form of attack is with the Dream Breaker[39], allowing her to attack and vanquish dream enemies[40], build up and absorb magical power[41], reflect attacks back at them[42] along with healing herself[43])
- Acrobatics (Can do acrobatic flips while holding onto ledges[44]. Can do backflips and somersaults[45]. She can platform around large pillars using objects to make her extend further[46]. With Sunsetter, Sybil can stop all of her momentum to plunge downwards from the air and once hitting the floor she can chain it into a high jump[47]. With Solar Wind, Sybil can jump while sliding, doing a long jump that she can chain into more momentum jumps[48])
- Parkour (The Sun Greaves enable her to do an air kick where hitting[49] walls and objects with it cause her to jump away, performing wall kicks and wall jumps[50]. With Ascendant Light, attack objects and enemies to bounce off of them[51], allowing her to bounce off black hole like objects[52])
- Free-Running (With Cling Gem[53], propels herself across walls and rides along them[54])
- Aerial Recovery (With Aerial Finesse, when knocked back, press jump to regain balance[55])
- Surface Scaling (Can climb up and stand perfectly ontop of poles[56])
- Photographic Memory (Sybil can conjure a mental map within her head[57], that is a perfect recreation of all the rooms she explores and allows her to find other rooms she needs to enter[58])
- Impact Resistance (Unaffected by long falls that would kill a regular human[59]. Unaffected by a long fall leading her into the final boss against the Princess[60])
- Regeneration (When resting on chairs or stools, Sybil slowly recovers all of her health[61])
- Fall Rebound (When Sybil falls into hazardous obstacles, she's automatically teleported to the nearest safe platform, though she takes some damage[62])
- Magic (Sybil can utilize magic to build up and absorb magical power and use it to do things like heal herself or empower her attacks[63])
- Attack Reflection (Sybil is able to reflect attacks[64] back at her enemies with the dream breaker[65], including abstract things like music notes[66]. Can reflect back the Princess' energy attacks[67])
- Immersion & Dimensional Travel (Sybil can pass through mirrors to enter[68] the world of dreams to remove one from the dream they're using to escape reality. Sybil described it as barely working, implying the Princess keeps people out of her dream[69])
- Temporal Reload (The NPCs acknowledge the crystals as existing in each room[70] which hitting it with the dream breaker allows Sybil to save and fully restore her health[71], returning back to the last save point upon defeat[72])
- Lock-On (Sybil can lock on to targets to aim attacks at them[73])
- Lock-On (When kicking the dream breaker, the weapon will home in on the closest enemy and attack them[74])
- Non-Standard Interaction (Abstract Interaction; The Dream Breaker allows Sybil to attack and vanquish dream enemies[75], causing them to completely fade away[76])
- Statistics Boost (Higher Power gives Sybil increased combat capabilities, increasing her damage at level 3[77]. With Good Graces, increases the healing power by 1/2 pip[78]. With Strikebreak, charges energy internally to unleash a charged attack that can be used to destroy[79] heavy barriers that Sybil cannot destroy regularly[80])
- Healing (Sybil can use the dream breaker[81] to heal herself of damage[82])
- Absorption & Restoration (Hitting enemies with the dream breaker removes their magic power and gives it to Sybil, building up and restoring her magic power[83])
- Afterimage Creation (Sybil attacks so fast she creates yellow afterimages[84]. Sybil slides so fast she leaves behind afterimages[85])
- Erasure (Physical Erasure; Causes enemies to completely fade away when defeating them[86]. Bosses like Strong Eyes completely vanish when defeating them[87])
- Energy Projection & Air Manipulation (With Soul Cutter, through charging her energy[88], she can fire a long distance projectile of wind[89])
- Velocity Manipulation (With Sunsetter, Sybil can stop all of her momentum to plunge downwards from the air[90])
- Light Manipulation (With Ascendant Light, Sybil's weapon now glows brightly, even in the darkest of places[91])
- Energy Manipulation (With Strikebreak, charges energy internally to unleash a charged attack that can be used to destroy[92] heavy barriers that Sybil cannot destroy regularly[93])
Equipment
Sybil's primary weapon, used to attack while moving and build magical power with each successful hit. By default, it deals 15 damage, but this increases to 26.25 when either the Indignation Powerup (unlocked at power level 3) or the Martial Prowess Aspect is active. With both enhancements simultaneously active, its damage increases to 37.5.
- Attacks are directed at the closest enemy by default, though Sybil can manually lock on using [RB/Right Click].
- The weapon can be dropped or thrown with [LB/R Key], and can be retrieved at any save point by holding the heal button ([B Button/F Key]).
- Healing is performed by holding [B Button/F Key], consuming built-up magical energy.
- After acquiring the Sun Greaves, Sybil gains the ability to throw the Dream Breaker and kick it midair, transforming it into a homing projectile that deals 60 damage. This special move's damage is unaffected by Powerups or Aspects.
- It is required to obtain the Dream Breaker to advance, as it is needed to break through a cracked wall early in the game.
- Location: Dilapidated Dungeon
An ability that allows Sybil to cling to and ride along walls by pressing [RT/Left Shift]
while falling beside them.
- Can be performed up to 6 consecutive times before requiring a reset.
- Most effective when moving along walls rather than straight into them.
- Momentum slows during a Wall Ride until Sybil comes to a stop and begins sliding down. However, going around gradual turns resets momentum, allowing extended traversal.
- This makes it possible to continuously Wall Ride around certain objects like rounded pillars.
- Location: Tower Remains
A power that greatly enhances Sybil's combat abilities, giving her a strategic edge in battle.
- At power level 2, Sybil's attacks gain increased range, allowing her to strike enemies from a greater distance.
- At power level 3, the damage dealt by Sybil's attacks is enhanced, providing a substantial +75% boost in offensive power.
- The damage boost resets whenever the accumulated power is spent on healing, requiring Sybil to build it up again to regain the enhanced combat capabilities.
- When combined with the Martial Prowess Aspect, the power increase from both abilities stacks additively. This synergy results in a massive +150% total damage increase, significantly amplifying Sybil's combat effectiveness during battles.
- The power boost gained from Indignation is vital to maximizing Sybil's potential, allowing her to deal devastating blows and overwhelm enemies as she advances through increasingly difficult challenges.
- Location: Castle Sansa
An item that allows Sybil to perform an air kick while in midair.
- Press [A Button/Space Bar] while in the air to perform an air kick after a short delay.
- Hitting walls or objects with the air kick causes Sybil to rebound off, allowing her to jump away.
- This can be performed up to three times before requiring a reset.
- The angle of contact with the wall will affect the trajectory. If the angle is near perpendicular, the jump will be higher but will cover less horizontal distance.
- It’s best to wait until Sybil bounces off the wall before trying to push away from it to maximize distance.
- Location: Listless Library
Once Sybil has obtained the Sunsetter, she gains the ability to perform a Plunge and immediately cancel it by pressing Jump. This gives her an additional short jump in midair, even if she has already used all three (or four with Heliacal Power) air kicks, creating a powerful combo to gain extra height.
Good Graces

An Aspect that enhances Sybil's healing ability by increasing the amount of health restored with each use.
- Each Good Graces Aspect increases healing by an additional 1/2 pip. A total of two can be obtained in the game.
- With both Aspects acquired, Sybil can restore up to 2 health rings per heal.
- Regardless of how many Good Graces Aspects Sybil possesses, a single level of power is always consumed upon healing.
Locations
- Castle Sansa: Found in the room adjacent to the octagon room, located above the switch.
- Dilapidated Dungeon: Found at the end of a path blocked by three black hole obstacles.
Clear Mind

Items that expand Sybil's magical power reserve, increasing how much energy she can store for healing or ability use.
- Each Clear Mind obtained raises Sybil’s total magical power capacity.
- Collecting all three allows Sybil to hold the maximum amount of magical power possible.
Locations
- Castle Sansa: Found near the 'main' entrance to Twilight Theatre, in a grassy, green-tinted room.
- Sansa Keep: Located close to the connection to Twilight Theatre, also within a grassy chamber.
- Listless Library: Positioned near the entrance, hidden behind a locked door.
Pilgrimage

An upgrade that enhances Sybil's healing ability by allowing limited movement during channeling.
- Grants Sybil the ability to move at a reduced speed while performing a Heal.
- Useful for repositioning or avoiding hazards during recovery.
Location
- Castle Sansa: Found near the top of the large open room that contains a Handmaiden and a Save Point near the bottom.
Empathy

An upgrade that enhances Sybil's magical power.
- Collecting all three Empathy upgrades allows Sybil to hold more magical power, increasing her ability to use abilities and heal.
- Each upgrade adds additional capacity to her power meter.
Locations
- Castle Sansa: Found near the 'main' entrance to Twilight Theatre, in a grassy/green room.
- Sansa Keep: Found near the connection to Twilight Theatre, in a grassy/green room.
- Listless Library: Located near the entrance, behind a locked door.
Martial Prowess

An upgrade that increases the damage dealt by Sybil's attacks.
- Grants a +75% damage increase to Sybil's attacks.
- Can stack additively with the damage increase from Indignation, resulting in a total damage increase of +150%.
Location
- The Underbelly: Found behind a green wall in the large room, requiring the Strikebreak upgrade to access.
Aerial Finesse

An upgrade that allows Sybil to regain her balance while in knockback.
- Grants the ability to press Jump while in knockback to regain balance and avoid falling or losing control.
Location
- Twilight Theatre: Found on a wooden beam in the upper corner of the great room, accessible from both Sansa Keep and the Empty Bailey from opposite sides.
Heliacal Power

An upgrade that grants Sybil the ability to perform an additional air kick.
- Grants Sybil the ability to perform one more Air Kick, expanding her aerial mobility.
Location
- The Underbelly: Found behind a locked gate.
Notes
- If Heliacal Power is obtained before the Sun Greaves, Sybil will only be able to perform one Air Kick at a time. The Sun Greaves must be acquired to unlock the additional three Air Kicks, for a maximum total of four.
Notable Techniques
Allows Sybil to strike enemies or objects to rebound off of them.
Her weapon also begins to emit a bright light, illuminating dark environments.
Ascendant Light can be used not only on enemies and black holes, but also on decorative torches throughout the game to gain extra lift or momentum.
Location: The Underbelly
Press [LT/Q Key]
on the ground to initiate a Slide. This technique provides a burst of speed, allowing the player to slip through tight spaces and avoid certain attacks. It's an essential move for navigating obstacles and dodging incoming projectiles or enemies that are too large to pass through.
While it boosts mobility, the Slide by itself remains an incomplete technique.
In addition, the Slide can be used creatively to interact with certain elements of the environment. For example, Sybil can slide under barriers, reach hidden areas, or even bypass some of the tougher enemies that may block her path.
Once combined with specific power-ups, such as Solar Wind, the Slide becomes far more versatile. With the right upgrades, the Slide allows for more fluid movement, enabling Sybil to slip past hazards, take on enemies more efficiently, and tackle tougher challenges.
Location: Dilapidated Dungeon
Completes the technique of the slide. Cross long distances with an airy long jump.
Solar Wind significantly boosts Sybil's momentum. By performing a technique called bunnyhopping, where Sybil jumps out of a slide, then immediately jumps again as she hits the ground while moving forward, she can maintain her momentum, allowing for quick movement through areas.
Additionally, Solar Wind enables advanced techniques like the Ultra Sidehop. To execute this, jump out of a slide, keep holding forward, and just as Sybil lands, hold the control stick backward and press jump. This will dramatically increase the speed and height of Sybil's backflip.
Location: Empty Bailey
Hold Attack to charge your weapon, then release to fire.
This ability enhances your regular charge attack, transforming it into a long-range projectile that travels across the screen. When Sybil's power level is at least one, the attack's damage is significantly increased. The longer you charge, the more potent the attack becomes, allowing Sybil to deal heavy damage from a safe distance.
The attack can be aimed in first-person mode, which is particularly useful for targeting enemies that are far away or located at different elevations.
Soul Cutter’s base damage depends on Sybil’s power level: if her power is at level 1 or higher, the attack will deal 45 damage, otherwise, it will only deal 1 damage. This damage value remains fixed and is not affected by Powerups or Aspects, so the attack’s effectiveness is directly tied to Sybil's current power level. The charge speed and attack's effectiveness are key for determining the best time to unleash this move against tougher foes. Timing is essential for maximizing its damage potential.
Location: Twilight Theatre
Hold Attack until your weapon is ready, release to strike.
A charged attack that locks Sybil in place. It can be used to break through heavy barriers.
Strikebreak deals 50 base damage to enemies, which can be increased by activating the Indignation Powerup at power level 3 or the Martial Prowess Aspect. If either boost is active, the damage increases to 87.5. If both are active, the damage increases to 125.
Strikebreak is used in only two areas apart from where it is acquired. It is necessary to progress, as it is required to obtain the Major Key in Twilight Theatre.
Location: Sansa Keep
Press [LT/Q Key] while in the air to Plunge downwards, which can chain into a High Jump.
This move allows Sybil to break through fragile floors or halt her descent mid-air. When performed correctly, immediately following a Plunge with a jump will result in a High Jump.
Sybil can also cancel the plunge into a backflip if she jumps right as the plunging action starts. However, this can only be done once before resetting, so timing is crucial.
Sunsetter's Plunge attack deals 5 damage to enemies. This damage remains unaffected by Powerups or Aspects. Additionally, the move provides versatility in maneuvering through certain areas, making it crucial for exploration and platforming challenges.
Location: Sansa Keep
Other
Standard Tactics: Sybil's mainly uses her movement options to get around areas, when in combat she will use her dream breaker for attacks, using either one of her charged attacks or reflecting attacks back with the dream breaker, or kicking the dream breaker to have it home in on the target. She will utilize healing when damaged, and the terrain to help her out.
Weaknesses: Big attacks can make her drop her Dream Breaker, losing her weapon that allows her to fight along with some of her abilities such as healing[94].
Theories
Sybil does not actually look like what she looks like in game
As the game takes place within a dream that Sybil enters to remove one from the dream they're using to escape reality, many say that Sybil's look is actually just how she looks within the dream.
A point they use to support this is that one of the NPCs claim that she is wearing a disguise[95], though this could also be referring to her outfit.
The Princess and the Dreamer are separate entities
This theory spawns from the ending dialogue, where after defeating the Princess the Dreamer speaks to Sybil, stating "Not really the kind of person you wanna hang out with, right?"[96] along with "I barely remember what she was really like at this point[97], this implies that the Princess is the Dreamer's vision of an old person they knew, someone they likely did not like as they state "Not really the kind of person you wanna hang out with, right?". They also note "You're probably wondering who I am? Honestly... I don't know anymore. Nobody special, I guess."[98] as another separation from the Princess, who was treated as a special entity throughout the dream world. They also state "I can't just hide here forever and pretend I don't exist."[99] which implies they removed their own "existence" in a sense from the dream, with the Princess being the last section to truly reawaken that existence.
Though this is all speculation, they are strong points towards this theory.
Trivia
- Some additional details about Sybil can be inferred from her character art and the Listless library entries:
- Sybil presents herself with a serious and intense demeanor.
- The concept of cooking is so alien to her that merely reading a cookbook drives her insane, though this does not affect gameplay.
- Reading a book on dealing with loss helps restore her sanity, implying that a traumatic event related to cooking may have been the cause of her breakdown.
- She harbors a desire to someday see the ocean[100].
- Based on her statement "maybe next time," it seems she won’t be able to experience this until she finds a dream with an ocean-like setting.
- She dismisses musical theory as the "ramblings of a madman," which is suggested by another book found in the library.
- Some artwork depicts Sybil with a flat humanoid face, while other art shows her with an anthropomorphic snout; Rittz has directly stated that both interpretations are correct[101][102].
Misconceptions
Dream Breaker is needed for Sybil to use magic
Dream Breaker is only needed to Sybil to use things such as healing magic, she can use other magic abilities such as Cling Gem however[103]. Along with this, the way she entered the dream could be considered magic and she did this before she even received the Dream Breaker.
Battle Records
2 - 0 - 0
- Strong Eyes - Fight[104]
- Conditions: None.
- Location: Dilapidated Dungeon
- Note: His name is said by an NPC[105].
None.
None.
References
- ↑ Pseudoregalia Dilapidated Dungeon Mirror
- ↑ Pseudoregalia Final Boss
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Dilapidated Dungeon Mirror
- ↑ Pseudoregalia Drea Breaker
- ↑ Pseudoregalia
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia
- ↑ Pseudoregalia
- ↑ Pseudoregalia Sunsetter
- ↑ Pseudoregalia Indignation
- ↑ Pseudoregalia Strikebreak
- ↑ Pseudoregalia Strikebreak
- ↑ Pseudoregalia
- ↑ Pseudoregalia Strong Eyes Boss Fight
- ↑ Pseudoregalia Strong Eyes Boss Fight
- ↑ Pseudoregalia
- ↑ Pseudoregalia Kicking Dream Breaker
- ↑ Pseudoregalia Kicking Dream Breaker
- ↑ Pseudoregalia Kicking Dream Breaker
- ↑ Pseudoregalia Slide
- ↑ Pseudoregalia Dream Breaker
- ↑ Pseudoregalia Slide
- ↑ Pseudoregalia Indignation
- ↑ Pseudoregalia Soul Cutter
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia
- ↑ Pseudoregalia Dream Breaker
- ↑ Pseudoregalia Dream Breaker
- ↑ Pseudoregalia Dream Breaker
- ↑ Pseudoregalia
- ↑ Pseudoregalia Healing
- ↑ Pseudoregalia
- ↑ Pseudoregalia
- ↑ Pseudoregalia
- ↑ Pseudoregalia Sunsetter
- ↑ Pseudoregalia Solar Wind
- ↑ Pseudoregalia Sun Greaves
- ↑ Pseudoregalia Sun Greaves
- ↑ Pseudoregalia Ascendant Light
- ↑ Pseudoregalia Ascendant Light
- ↑ Pseudoregalia Cling Gem
- ↑ Pseudoregalia Cling Gem
- ↑ Pseudoregalia Aerial Finesse
- ↑ Pseudoregalia
- ↑ Pseudoregalia Memento
- ↑ Pseudoregalia Memento
- ↑ Pseudoregalia
- ↑ Pseudoregalia Final Boss
- ↑ Pseudoregalia
- ↑ Pseudoregalia
- ↑ Pseudoregalia Dream Breaker
- ↑ Pseudoregalia
- ↑ Pseudoregalia
- ↑ Pseudoregalia
- ↑ Pseudoregalia Final Boss
- ↑ Pseudoregalia Intro Cutscene
- ↑ Pseudoregalia Dilapidated Dungeon Mirror
- ↑ Pseudoregalia Crystals Dialogue
- ↑ Pseudoregalia Save Crystal
- ↑ Pseudoregalia Death
- ↑ Pseudoregalia Lock-On
- ↑ Pseudoregalia Kicking Dream Breaker
- ↑ Pseudoregalia Dream Breaker
- ↑ Pseudoregalia
- ↑ Pseudoregalia Indignation
- ↑ Pseudoregalia Good Graces
- ↑ Pseudoregalia Strikebreak
- ↑ Pseudoregalia Strikebreak
- ↑ Pseudoregalia Dream Breaker
- ↑ Pseudoregalia Healing
- ↑ Pseudoregalia Dream Breaker
- ↑ Pseudoregalia Dream Breaker
- ↑ Pseudoregalia Slide
- ↑ Pseudoregalia
- ↑ Pseudoregalia Strong Eyes Boss
- ↑ Pseudoregalia Soul Cutter
- ↑ Pseudoregalia Soul Cutter
- ↑ Pseudoregalia Sunsetter
- ↑ Pseudoregalia Ascendant Light
- ↑ Pseudoregalia Strikebreak
- ↑ Pseudoregalia Strikebreak
- ↑ Pseudoregalia Strong Eyes Boss
- ↑ Pseudoregalia
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Ending
- ↑ Pseudoregalia Listless Library
- ↑ ""it's supposed to be kind of a slant case, but i suppose it did end up a bit more muzzley here! i think her model is a bit more flat though, both are valid :0" "
- ↑ Archive Today link if link dies
- ↑ Pseudoregalia
- ↑ Pseudoregalia Strong Eyes Boss
- ↑ Pseudoregalia
- ↑ Pseudoregalia Final Boss
Property "Has equipment" (as page type) with input value "Attacks are directed at the closest enemy by default, though Sybil can manually lock on using, The weapon can be dropped or thrown with, Healing is performed by holding, After acquiring the Sun Greaves, Sybil gains the ability to throw the Dream Breaker and kick it midair, transforming it into a homing projectile that deals 60 damage. This special move's damage is unaffected by Powerups or Aspects, It is required to obtain the Dream Breaker to advance, as it is needed to break through a cracked wall early in the game, Location, Can be performed up to 6 consecutive times before requiring a reset, Most effective when moving along walls rather than straight into them, Momentum slows during a Wall Ride until Sybil comes to a stop and begins sliding down. However, going around gradual turns resets momentum, allowing extended traversal, This makes it possible to continuously Wall Ride around certain objects like rounded pillars" contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.
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