(Secondary note: Osvald begins his tale as a prisoner. As such he is stuck in jail for a while, and can't join the rest of the world until he completes two chapters of his story, rather than the usual one. That said, despite the warning when you begin the chapter, Osvald's second chapter is pretty short, so there's not much extra time tacked on.)
Osvald's introductory chapter begins with him being tried, found guilty, and incarcerated for the murders of his wife and child. It appears that a man named Harvey is the true culprit, but that doesn't stop Osvald from being imprisoned on Frigit Isle, an isolated jail, for five years. Despite the horrid conditions Osvald remains determined to survive and get his revenge... though first, he needs to get his notebook back from a fellow Prisoner.
Mug
Osvald's nighttime Path Action is Mug. He can use Mug to get into one-on-one fights with others, and if he's successful Osvald will steal their belongings. Osvald can Mug whomever he likes, though NPCs with a higher level of strength may prove too powerful for Osvald to best. Mug people with caution.
Use Mug on the Prisoner. Osvald can't use his spells because he has a muzzle on his face, so beating the man with your Staff will have to do. Easy peasy. You'll receive Osvald's Notebook and a Healing Grape for winning the battle. Davids, the warden, will come in and beat Osvald down for retrieving his possessions, though Osvald remains undeterred. He has a plan for escape, and there's only a bit more prep still to be done before Osvald carries it out.
The next day Osvald is released into the prison's yard after a period of forced toil, and he decides to get right to work. Osvald needs three things to flee Frigit Isle: A secured escape route, warm clothes, and an accomplice. There's nothing to collect in the yard, so you might as well focus on his mission. This brings up Osvald's second Path Action.
Scrutinize
Osvald's daytime Path Action is Scrutinize. He can use Scrutinize to glean important information from NPCs. Depending on the person to whom Osvald speaks he may receive important quest details, reveal hidden items in the area, or just learn about the person. Scrutinize has a limited chance of success that's based on Osvald's level compared to the NPC, though you don't need to worry about that right now.
Osvald will complete his tasks over the course of three days. It doesn't matter which order you do them in.
- In the east is a cafeteria. Enter and there will be three Prisoners to Scrutinize. The man you want is Emerald, standing in the top-right corner of the cafeteria. Emerald sizes Osvald up at once, and wants in. (You'll be given a, uh, 'dialogue' choice here. Both answers lead to the same conclusion in the end.)
- In the middle of the yard is a man named Bale, who can provide warm weather wear. Osvald needs to Scrutinize other prisoners to get a bead on Bale first, however. There are three men you can check, but it's the Prisoner standing outside the cafeteria who knows Bale's Weakness. Speak to Bale again and he'll quickly hand over some Cold-Weather Wear.
- In the north of the yard is the entrance to the prison. You need to find someone who knows the underground passage that will serve as an escape route. Check the northwest cell on the second floor for a Bottle of Binding Dust and the eastern balcony on the third floor for an Inspiriting Plum, then Scrutinize the Prisoner on the second floor, at the top of the stars, for the labor Report Whereabouts info. Check the library - the building next to the cafeteria - and you'll find a Labor Report on the first bookshelf to the north.
Complete all three tasks and, on the fourth day, Emerald will tell Osvald that everything is ready. Check the building behind the cafeteria and time will pass from day to night. Emerald will join the party, and if you check the building at the west end of the yard the pair will uncover the entrance to the escape route. Emerald also provides Osvald with the key to his muzzle, which unlocks Osvald's spells.
At this point you can flee Frigit Isle via the escape route. Before you do, though, you may want to spend some time Mugging the fine folks of the prison. They're carrying plenty of good stuff. Dip into the escape route a bit to level Osvald on monsters before you try, as some of the second-tier enemies are a bit much for Osvald at level 2.
Frigit Isle - Yard
- The Prisoners in the cafeteria are carrying an Herb of Revival, an Old Cloth, and a Bottle of Poison Dust. The man in the building to the north of the cafeteria has a Healing Grape.
- The Guard by the eastern gateway is carrying an Inspiriting Plum.
- The Guard in the library has an Inspiriting Plum Basket and an Ice Soulstone. The Prisoner who seems to be hiding in the top-left corner of the library has a Fire Soulstone.
- The Prisoners in the middle of the yard have an Olive of Life, a Healing Grape, and an Inspiriting Plum.
You can't reenter the prison to continue the Mugging, alas, so once you've collected your share of the goods you'd best carry on with the escape.
Prison - Underground Passage
Enemies
- Frost Mole I - Weak to Dagger, Bow, Staff, Fire, Light - Drops Inspiriting Plum
- Frost Mole II - Weak to Sword, Bow, Staff, Fire, Light
- Ice Wisp - Weak to Fire, Lightning, Light, Dark - Drops Ice Soulstone
- White Bat - Weak to Dagger, Staff, Fire, Light
- Dagger, Staff, Fire, Lightning (Warden Davids)
- Dagger, Staff, Ice, Lightning (Prison Guards)
- Regular melee attacks
- Know Your Place, a stronger-than-average melee attack
- Cold Stare, an Ice attack that debuffs its target's evasion
- Silence, Scum!, which inflicts Unconsciousness on one target
- Atone, Criminal Filth!, a charging attack that hits your whole party with a flurry of randomly-targeted attacks
- Summon Guard, which brings in replacement Prison Guards