O'saa
|
|
O'saa | |
---|---|
Aliases | Magician Yellow Mage The Sleepy One (by Marina) |
Relatives | Unnamed mother Unnamed father (deceased) Unnamed siblings |
Affiliation | Yellow mages (member) Nas'hrah (master) |
Inflicted phobias | |
---|---|
Phobias | Rhabdophobia |
Biographical information | |
---|---|
Date of birth | October, 1909-1910 |
Date of death | 1942 (determinant) |
Place of birth | Abyssonia |
Physical description | |
---|---|
Gender | Male |
Age | 32 |
Species | Human |
Spiritual Information | |
---|---|
Worshipped God | Gro-goroth (due to his connection to the yellow mages) |
Soul | Enlightened soul |
Item drops | |
---|---|
Search | (Soul stone, Yellow mage robes and Beheaded wizard) |
Steal | (Soul stone) |
Overworld data | |
---|---|
Note | Cannot be harmed in the Overworld |
Battle Theme |
---|
Warning! Spoilers ahead!
Proceed at your own risk! |
Incomplete page ahead!
This page currently lacks crucial information! Please add onto it. |
"Aren't you a positive one? You must be fun at parties."
"..."
"Sarcasm is the lowest form of wit."
- O'saa to Daan, when expressing the state of the material district.
O'saa is a Playable Character and a potential Party Member in Fear & Hunger 2: Termina.
As a Yellow mage, he uses otherwordly powers only to his own benefit and to further his own agenda instead of dedicating his life to worship, contrary to other priests' beliefs. O'saa is one of the fourteen contestants arriving in Prehevil that were forced to participate in the Festival of Termina.
Lore
O'saa grew up in chaotic Abyssonia, where endless conflict and warring factions were the norm. He disliked those who fought over ancient disputes and grudges passed down by their ancestors, despite the godlike reverence shown to them. O'saa found no solace in such beliefs and knew that Europa, to the north, was no better. There, they worshiped ancient deities they had never seen, and their disputes spilled across borders in an endless cycle of Great Wars.
He decided to leave his family and head to the City of the Sun - Amon to pursue education in spiritualism and religion, determined not to be a pawn in the north's quest for the country's resources. There he excelled as an apprentice, and with the Great War closing Abyssonian borders, he sought to learn as much as possible before leaving the continent. At the Temple of Amon, he had a choice of various spiritual schools to study. O'saa quickly excelled at the temple, surpassing even the older priests. However, he soon realized that religion was used to control the masses and didn't want to serve the ruling class. Discovering an ancient scroll about the yellow mages, who harnessed the power of the Gods for personal gain and believed in chaos, O'saa left the temple to find them in the Eastern Sanctuaries.
O'saa arrived in Eastern Sanctuaries and discovered that even the local temples followed the worship of Alll-mer, with religion dictating people's lives. Despite facing scorn for his beliefs from scholars and religious leaders, O'saa remained unwavering. He eventually impressed the Yellow mages with his conviction, and they invited him to join their own. They were reduced to a small group of traveling mages who studied various fields of the otherworldly. O'saa joined them to further his personal growth and agenda using the force of the Gods, continuing his path of learning and self-growth.
The magician O'saa eventually met Hadil Azif, a self-proclaimed wizard from the far east who was gathering a group of adventurers to accompany him on a perilous quest to the infamous dungeons of fear and hunger. Despite initially dismissing Hadil's talks, O'saa was haunted by nightmares the following night and felt compelled to witness the place himself. He joined Hadil's group of adventurers and traveled through war-torn Europa. However, most of the crew quit halfway to Rondon due to the difficulties of crossing borders during chaotic times. As they got closer to their destination, O'saa's dreams became more intense, and the remaining members of the group were visibly sick from stress and otherworldly pressure. When they finally arrived at the dungeons, heavy fog made navigation impossible, and distant growls and howls added to the tension. The group panicked and scattered, and O'saa ventured forward alone, leaving a sick Hadil behind.
As O'saa entered the ruins, what had led him there was calling out to him feverishly from beneath the rocks and rubble. He dug through the piles with his bare hands, and eventually found the source of the voice: the burnt and mummified severed head of Nas'hrah, the wizard. O'saa was surprised to find that his master, who had been absent for so long, was surprisingly up to date with the twists and turns of the world. The master had a mission for him - something that could further his knowledge on dark matters greatly. As a yellow mage, O'saa was supposed to follow his own ambitions and greed, but he decided to play along. After all, that was the common relationship between a master yellow mage and their apprentice.
He was to travel to a small country in eastern Europa with the beheaded wizard, to a town called Prehevil. His master promised events of cosmic proportions, something that would turn the tides of the world for good. The head left out details from his story on purpose, but that didn't bother O'saa. With little information about the task at hand, he prepared for the trip. Every night, he saw nightmares of the horrors that awaited him in Prehevil, where he would be chosen as a contestant for the Festival of Termina, an event he is apparently familiar with. O'saa is not very talkative with the others, but will reveal that he is far more knowledgeable of the situation than the rest of the stranded group.
Personality
O'saa is an experienced magical practitioner whose time as a yellow mage has shaped the way he views the world. He is very knowledgeable about both Old and New Gods, and will happily use their magic for his own benefit.
O'saa prefers to act alone, and is distrustful of others, to the point of attacking those he sees as a threat. Even after being placed in a vulnerable situation, he will still question those who offer to help him, only reluctantly offering to join them. He acts dismissive toward the other contestants, and expresses hatred toward many aspects of the Western world. He is also not above making fun of other characters' religious beliefs and superstitions.
Gameplay traits
- Starts with Yellow mage robes and Beheaded wizard equipped
- Has Knife, 4 Shillings and Lucky coin in inventory (as main character)
- Has the Enlightened soul, which unlocks the Enlightened skill tree in the Hexen
- Starts the game with 125 Max Body when chosen as main character, or 100 Max Body depending on choices in the full text adventure
- Can use two-handed weapons
- Cannot use firearms
Character History
If skipped: |
---|
]] and (3 on Easy(er) mode) Blue vials
|
If chosen abridged version: |
---|
|
If chosen full text adventure: |
---|
1. OUTSIDE
2. MAIN ENTRANCE
3A. THE KITCHEN
3B. THE ROOM IN FRONT OF YOU
3C: SOMETHING'S COMING
3D. FIRST COMBAT
4. A NARROW ESCAPE
5A. THE LAVATORY
5B. THE DARK CORRIDOR
5C. UP THE STAIRCASE
6A. SIDE PATH TO THE LIBRARY
6B. DARK CORRIDOR, CONTINUED
7A. AN OFFICE
7B. ZOMBIE ARCHAEOLOGIST
8. THE JAMMED DRAWER
9. UNLOCKING THE LOCKED GATE
10. THE RAVINE
11. ACROSS THE BRIDGE
12. THE OTHER SIDE
13. THE SMALL ROOM (GAME OVER IF MORE THAN 2 OPTIONS ARE CHOSEN)
14. INTO THE DARK
15. THE WAY BACK
16. THE BROKEN BRIDGE
17. DESCENT INTO THE DARK
18. THE ARCHAEOLOGIST CAMP
19. DESCENDING FROM THE DIG SITE
|
As a party member
If recruited, O'saa will have La Danse Macabre and Hurting skills learned.
Location and recruiting
O'saa can be found in the Church of Alll-mer in the confessional before Day 3 Night as long as they haven't been to Tunnel 1, where he will pretend to be a priest listening to the player's confession. After admitting to their sins, the player will raise affinity with Alll-mer by one as long as they do not confess to trying to force themselves onto another out of lust.
Any time before turning into Mastermind on Day 3 Night, he can be found in Tunnel 1 on the lower floor, where he can be recruited:
- You must insist on being helpful and have a space in your party for him to join.
- He will join injured at 40 Body Points, and Party Talk choices can cause him to rip out the arrow, causing Bleeding.
- If you fail to recruit him here, you will be unable to recruit him for the rest of your playthrough.
If you haven't met him in Tunnel 1 and it is Day 1 Evening or later, he will be meditating at one of five locations, which will change randomly whenever you pass time by sleeping (note that the same location can be randomly picked more than twice in a row). If approached, he will warn you to stay away, and if you continue to get closer, he will become hostile and start casting Hurting on the player, in a similar way to Mastermind. The player will have two and a half seconds to either move out of range or charge towards him to initiate combat. If he finishes his casting, the player will be inflicted with limb-loss regardless of any limb-protecting equipment the protagonist is wearing. His locations are as follows:
- In Prehevil - West (News Agency), where he will be blocking a chest.
- In Prehevil - East, at the top of the staircase west of the Church of Alll-mer.
- In an alleyway in the south-east of Prehevil - Back Alleys.
- In the centre of Sylvian's Square, where he will be blocking the way through directly south of the statue.
- Next to the exit of the Altar of the One God, blocking the way into the Temple District after the fight with Rancid the Sergal.
On Day 3 Night, O'saa will moonscorch into Mastermind.
Battle
Body Part | HP | Blunt | Slashing | Piercing | Fire | Otherwordly | Ev. Rate | Magic Ev. | Resistances |
---|---|---|---|---|---|---|---|---|---|
Head | 20 | 120% | 120% | 120% | 90% | 90% | 80% | 40% | None |
Torso | 650 (2600) | 108% | None | None | |||||
Torso (Rot) | 375 (1500) | 90% | None | None | |||||
Right Arm | 600 | None | None | ||||||
Left Arm | 600 | None | None | ||||||
Right Leg | 300 | None | None | ||||||
Left Leg | 300 | None | None |
- Note: HP in parenthesis is only used for Damage-over-Time calculations.
wip
Strategy
"Let's see how the stars align... Looks like it's your time to go, my friend."
- O'saa
Fear & Hunger Mode
During combat, O'saa casts Hurting with his right arm and Mischief of Rats with his left. The best strategy is to target the head with magical attacks, utilize murky vials or pipe bombs, or focus on the torso. Attacking the arms is ill-advised as they have 600 HP each, compared to the torso's 650 HP. You can stun the right arm to hinder Hurting. Any helmet available in the game will prevent concussion by Mischief of Rats, and equipping Arm Guards prevents arm loss by Hurting.
In the overworld, O'saa will cast Hurting towards the main character if you get within range. You have about two and a half seconds to either engage in battle or get out of range before O'saa finishes with his casting. Once he finishes, Hurting will remove an arm regardless of whether or not limb-preventing accessories are equipped (or alternatively remove a leg if the main character is already armless). O'saa will continuously perform Hurting until the main character inevitably dies from losing all of their limbs or gets out of range.
You cannot run away from O'saa at all if you engage in combat. You cannot talk, Persuade, or Intimidate him out of fighting.
Masoχ-S/M Mode
O'saa cannot be fought in Masoχ-S/M mode - see Mastermind.
Dialogue
- → See O'saa/Dialogue
Battle start
- O'saa begins his ritual dance. An ominous aura fills the air.
- Contestant party members:
- Abella: “We shouldn't be fighting each other! There has to be another way.” (+Hesitation)
- Olivia: “Aaah! Please stop this fight! There is no reason for this!” (+Hesitation)
- Karin: “We have a couple of cavepeople here. Violence solves nothing, we can always talk this out!” (+Hesitation)
- Marcoh: “... Have you lost your mind? Why are we fighting each other?” (+Hesitation)
- Daan: “Count me out. I want no part in this...” (+Hesitation)
- Marina: “I don't feel good about this... Do we really have to fight?” (+Hesitation)
- Levi: “... Do we really have to do this?” (+Hesitation)
- Contestant party members:
Hesitation
- O'saa: "I have no interest in your quarrel." (+Hesitation)
Talk
- O'saa: “Let's see how the stars align... Looks like it's your time to go my friend.”
- Player: [PERSUADE] “A mage like you don't need to bother with nobodies like me!”
- O'saa: “I'm not above flattery. Please do go on...”
- Player: “You have greater understading of this situation...”
- O'saa: “Right, right. What else?”
- Player: “Your otherwordly powers are beyond anything I've seen before.”
- O'saa: “And I've barely even shown you anything yet! ... But enough is enough. Your flattery will get you nowhere but grave fast.” Looks like your persuasion and flattery won't work on O'saa.
- Player: “You looks and attire create a strong impression.”
- O'saa: “I would like to think so yes... ... But enough is enough. Your flattery will get you nowhere but grave fast.” Looks like your persuasion and flattery won't work on O'saa.
- Player: “Your otherwordly powers are beyond anything I've seen before.”
- O'saa: “Right, right. What else?”
- Player: “You have greater understading of this situation...”
- If repeated:
- O'saa: “I'm going to save you some time. Just don't bother.”
- Player: “Could I be of any assistance to you?”
- O'saa: “Ah, enough with the flattery? Straight to your exit strategy? The festival demands self-reliance. I have no use for you in other words.”
- Player: “...”
- O'saa: “Ah, enough with the flattery? Shame.”
- Player: “Could I be of any assistance to you?”
- O'saa: “I'm not above flattery. Please do go on...”
- Player: [INTIMIDATE] “You travelled all the way here just to get killed?”
- O'saa: “And I would do it again just to deal with you. You cannot begin to understand what I've witnessed. A mere mortal like you cannot intimidate me.”
- Player: “Just hold it! I'm sure we can talk this through!”
- O'saa: “The time for words is over. You chose this fate for yourself.”
- Player: “What gods do you follow?”
- O'saa: “A yellow mage does not follow gods. You must confuse us with the feeble and immoral priests that inhabit the west. There is a reason why their reign is heading towards its end. Such weakness.”
- Player: “Who do you follow then?”
- O'saa: “A yellow mage dedicates their life to improving self and studying the endless depths of wizardry. We are our own masters. We bend the will of the gods to our own benefit.”
- Player: “But how can you use magic then?”
- O'saa: “The forces you call the older gods... They are just that, like forces of nature. A blacksmith doesn't pray for Vinushka to bend his iron, he harnesses the flame and does it himself.”
- Player: “Who do you follow then?”
- O'saa: “A yellow mage does not follow gods. You must confuse us with the feeble and immoral priests that inhabit the west. There is a reason why their reign is heading towards its end. Such weakness.”
- Player: “Can you teach me magic?”
- O'saa: “You truly have the nerves of steel. Asking for me to mentor you in the middle of a battle. Watch and learn.”
- Player: “Your tricks won't save you here.”
- O'saa: “You haven't got the slightest clue what my little tricks can achieve. Once you do, it is too late for you already I'm afraid.”
- Player: [PERSUADE] “A mage like you don't need to bother with nobodies like me!”
Run (will always fail)
- O'saa: “No use. My hurting will reach you even if you ran away.”
Interactions
Action | Result | Flavour text |
---|---|---|
Use Brain flower | Success | “You've laid down the seed for the flower.” |
Use Heart flower | Success | “You've laid down the seed for the flower.” |
Beat him | Nothing | “No reaction. He seems to be dead.” |
Medical diagnosis | Nothing |
Player: “He looks to be dead.”
If Daan is in the party: “Seems dead to me. Don't know what else to say...”
|
Search | (Soul stone, Yellow mage robes and Beheaded wizard) | Nothing |
Leave | Success | Nothing |
Devour (Unavailable) (Bug) | Success | “You devoured the remains.” |
Harvest an organ | Success | Nothing |
Saw off his head | (Osaa's head) | Nothing |
Necromancy | Failure | “The soul is too corrupted and frail to be summoned back to the body. The necromancy failed.” |
Trivia
- O'saa seems to possess a variety of knowledge about obscure Gods. For example, after finding Daan in the White Mold Apartments, in the room that contains a sulfur sigil, O'saa will answer Daan's doubt about the symbol by telling him that the sigil represents the Sulfur God and it is an ancient and forgotten entity.
- O'saa expresses disgust at the books sold in the Book Store, disliking the notion of reading for escapism rather than the pursuit of knowledge.
- Despite his general distaste for "western" culture, he enjoys the club atmosphere of PRHVL Bop, and may imply that he has previously had hookups with club-goers.
- O'saa was initially planned as an additional playable character for Fear & Hunger; at the time, game creator Miro Haverinen came up with his name during development after conducting thorough research. While the name has roots in real-life Africa, Haverinen's exploration was not limited to this specific region, as his concept for the continent of Abyssonia came later.
Gallery
O'saa as seen in the Fear & Hunger 2: Termina Trailer.