O'saa

Omar 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.

Lore
He is not very talkative with the player, but will reveal that he is a Yellow Mage who is far more knowledgeable of the situation than the rest of the stranded group - he seems to be aware of what the Termina festival is and seemingly travelled just to participate.

Unlike other playable characters, his intro is not just a description of his past, but an entire text adventure in which he wanders into the dungeons of fear & hunger from the first game. This allows you to gather a lot of useful items, but there are also several accidental ways to die.

Traits
Omar is incapable of wielding guns, but he can utilize two-handed weapons. If Omar is the main character, he will also have 125 body. This is not the case when he is recruited, however. He joins knowing La Danse Macabre and Hurting.

Character History Choices

 * 1) Character choice 1: What did you take with you?
 * 2) The Chac Chac - Gain the [Chac Chac] magical accessory.
 * 3) The soul stone - Gain the [Soul stone] upgrade item.
 * 4) Character choice 2: What did you study?
 * 5) Learn worship in Europa - Gain affinity with any God.
 * 6) Learn magic from the Eastern Sanctuaries - Learn [Pyromancy Trick] spell
 * 7) Learn methods of your home country - Learn [Meditation] skill.
 * 8) Character choice 3: What did you learn from the yellow mages?
 * 9) Basic technique - Learn [La Danse Macabre] ability.
 * 10) Advanced magic - Learn [Hurting] spell.
 * 11) Character choice 4: What book did you take from the dungeon of Fear & Hunger?
 * 12) Skin bible of Gro-Goroth - Teaches you the sigil of the God. Allows sacrifice for affinity.
 * 13) Skin bible of Rher - Teaches you the sigil of the God. Allows access to other plane when sigil is drawn.
 * 14) Skin bible of Sylvian - Teaches you the sigil of the God. Allows you to fully heal HP/MP as well as restore lost limbs when the sigil is drawn.
 * 15) Character choice 5: What weapon did you take from the dungeon of Fear & Hunger?
 * 16) The officer sword - gain the [officer sword] weapon.
 * 17) The iron spear - gain the [iron spear] weapon.
 * 18) Character choice 6: What supplies did you take with you to Prehevil?
 * 19) Medical supplies - Gain 2 [blue vials] and 1 [cloth fragment].
 * 20) Magical goods - Gain 2 [tobacco] and 1 [condensed lavender].
 * 21) Food - Gain 2 [dried meats] and 1 [moldy bread].
 * 22) Skip Character History
 * 23) * 2 tobacco, 3 blue vials (Easy only), 1 condensed lavender, 1 Rher bible
 * 24) * La Danse Macabre and Hurting skill

In the Dungeons of Fear & Hunger Choices (ROUGH DRAFT)
1. OUTSIDE


 * Examine the tents: INFORMATION
 * Examine Side Entrance: DEAD END
 * Examine Main Entrance: ADVANCE to 2

2. MAIN ENTRANCE


 * Check out the kitchen: ADVANCE to 3A
 * Check out the room in front of you: ADVANCE to 3B
 * Check the door: INFORMATION/WARNING
 * Go back outside: DEAD END

3A. THE KITCHEN


 * Check out the cupboards: Wheat Flour; ADVANCE to 3C
 * Check out the old wooden barrels: NOTHING, ADVANCE to 3C

3B. THE ROOM IN FRONT OF YOU


 * Check out the desk: Small Key
 * Check Bookcase: Bottle of Wine
 * Check out the chest: NOTHING; Advance to 3C

3C: SOMETHING'S COMING


 * Hide in the kitchen: If 3A, BAD END; If 3B, ADVANCE to 4.
 * Hide in the room in front of you: If 3A, ADVANCE to 4; if 3B, BAD END
 * Wait and see what it is: COMBAT 3D

'''3D. FIRST COMBAT'''


 * Attack with your Staff: ???
 * Attack with Hurting: if Successful Coin Toss, ADVANCE to 4
 * Try and evade it: ???

4. A NARROW ESCAPE


 * Check out the lavatory: ADVANCE to 5A
 * Check out the dark corridor: ADVANCE to 5B
 * Check out the stairway: ADVANCE to 5C

'''5A. THE LAVATORY'''


 * Investigate the toilet: NOTHING
 * Jump down the toilet hole: BAD END
 * Return to the foyer: RETURN to 4

'''5B. THE DARK CORRIDOR'''


 * Check the chest: NEED SMALL KEY, Get 2x Beartraps
 * Check the corridor: ADVANCE to 6B.
 * Get back to the foyer: RETURN to 4

'''5C. UP THE STAIRCASE'''


 * Go back to the foyer: RETURN to 4
 * Examine the altar: NOTHING
 * Check the side path: ADVANCE to 6A

'''6A. SIDE PATH TO THE LIBRARY'''


 * Search the bookshelves: SKIN BIBLE SELECTION (Character Choice 4)
 * Check the doorway: ADVANCE to 7A
 * Return to the foyer: RETURN to 4

'''6B. DARK CORRIDOR, CONTINUED'''


 * Check the cell doors: BAD END
 * Check the gate at the end of the corridor: NEED Prison keys, ADVANCE to 9
 * Return to the torture chamber: BAD END

'''7A. AN OFFICE'''


 * Search the desk: Advance to 8. Search 11 times for the White Key
 * Search the body: Tobacco, Blue Vial, Prison Keys; COMBAT 7B
 * Return to the library: RETURN to 6A

'''7B. ZOMBIE ARCHAEOLOGIST'''


 * Attack it with your staff: if Successful Coin Toss, Lose Staff & RETURN to 4
 * Cast Hurting on it: if Successful Coin Toss, RETURN to 4
 * Ignore it and return to the foyer: RETURN to 4

8. THE JAMMED DRAWER


 * Force it Open: Lucky Coin, Prison Keys; COMBAT 7B
 * Leave: Return to 7A

9. UNLOCKING THE LOCKED GATE


 * Take the stairs up: RETURN to 8
 * Take the stairs down: ADVANCE to 10
 * Examine the contraption: NEED Rope; ADVANCE to 17
 * Examine the piles of bodies: NOTHING

10. THE RAVINE


 * Return to the upper floor chamber: RETURN to 9.
 * Check the prison cells: NOTHING
 * Walk over the bridge: ADVANCE to 11
 * Examine the ravine: NOTHING

11. ACROSS THE BRIDGE


 * Check the prison cells:
 * Go to the corridor: ADVANCE to 12
 * Return to the other side:
 * Examine the ravine: NOTHING

12. THE OTHER SIDE


 * Check back on the chasm: RETURN to 11
 * Check the small room:  ADVANCE to 13.
 * Head deeper to the darkness: ADVANCE to 14

13. THE SMALL ROOM

BAD END IF CHOOSING MORE THAN 2 (3?)


 * Check the weapon racks: CHOOSE WEAPON
 * Check the wooden desk: GAIN Pipe, Tobacco
 * Check the chest: NOTHING
 * Check the lever: NOTHING
 * Return to the corridor: RETURN to 12

14. INTO THE DARK


 * Examine the ravine: NOTHING
 * Lift up the corpse: GAIN Rope (Needed to activate Elevator in 9)
 * Head back: ADVANCE to 15

15. THE WAY BACK


 * Go to the small door: ADVANCE to 16
 * Go check out the cells:
 * Head back to the dark corridor:

16. THE BROKEN BRIDGE


 * Return to the upper floor chamber: RETURN to 9 (Activate Elevator)
 * Check the prison cells:
 * Check the bridge remains: INFORMATION
 * Examine the ravine: INFORMATION

17. DESCENT INTO THE DARK


 * Climb back up: RETURN to 9
 * Examine the elevator wreckage: NOTHING
 * Check the campsite: ADVANCE to 18
 * Head to the darkness: ???

18. THE ARCHAEOLOGIST CAMP


 * Go back to the elevator wreckage: RETURN to 17
 * Check out the tents: GAIN 5 matches; Ornament Lantern. Search 3 times for a Small Thing's Amulet
 * Check out the documents: INFORMATION
 * Go to the digging site: ADVANCE to 19

19. DESCENDING FROM THE DIG SITE


 * Go back to the campsite: RETURN to 18
 * Go down the wooden platforms:  RESUME CHARACTER HISTORY

Locations

 * [Morning] Can be found at Alll-Mer Church on Day 1 or Day 2 if the player enters the confession booth. Speaking to him there can raise Alll-Mer affinity by 1.
 * [Morning/Night] Can be found in the Deep Woods bunker on Day 1 or Day 2. He will be standing wounded after the elevator, just before reaching the Telelectroscope. He can be recruited here.
 * You must insist on being helpful and have a space in your party for him to join
 * He will join injured at 40HP. Party Talk choices can cause him to rip out the arrow causing Bleeding
 * It may be impossible to recruit him here depending on your interaction at the church?
 * [Morning/Noon] If not recruited - Can be found sitting in western part of Back Alleys on Day 1 or Day 2. He will warn the party not to come closer -- if they do, he will become hostile.


 * [Morning] If not recruited - Can be found sitting left to the Alll-Mer Church, on Day 2. He will warn the party not to come closer -- if they do, he will become hostile.

Behaviour
He seems to be stoic, but also cold and ruthless, as at certain points of the game, he will outright attack the player character on the map with hurting (provided you are not playing as him), just like the yellow mages in the first game. However, he will make jokes, sometimes at others expense.

Trivia

 * Stealing from Omar has a chance to provide his Soul Stone.


 * It is possible that Omar possess a variety of knowledge about the obscure Old Gods, despite being very savvy from the other Old Gods and the New Gods, too. One of those example is after finding Daan in the Mold apartment, in the room that contains a sulfur sirgil, Omar will answer the Daan's doubt about the symbol by telling him that the sigil represents the Sulfur God and it is an ancient and a forgettable entity.


 * Omar's name might possibly come from Osama, meaning 'lion' in Arabic, Hoshea, meaning 'salvation' in Biblical Hebrew, Ese, meaning 'gift' in Urhobo, and Usman, from the Arabic Uthman meaning 'baby bustard' (though the name refers to the third Rashidun caliph for the most part).
 * Either linguistic root fits his personality and his personal Termina Ending B.
 * As of this time. Omar is the oldest of the playable contestants at 32.