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Samarie portrait2.png
Samarie (Enemy).png

Samarie slowly creeps around you...
Samarie (Enemy) rot.png

Samarie slowly creeps around you...
Samarie overworld.png
Aliases Black-haired girl
Mysterious person
Affiliation Vatican City
Inflicted phobias
Phobias None
Biographical information
Date of death 1942 (determinant)
Physical description
Gender Female
Species Human
Spiritual Information
Worshipped God All the gods (Dark Priests are polytheists)
Soul Radiating soul
Item drops
Search (Soul stone, Chalk and Collared blouse)
Steal (Soul stone shard and Fly amanita)
Battle Theme
Warning! Spoilers ahead!

Proceed at your own risk!

Incomplete page ahead!

This page currently lacks crucial information! Please add onto it.
Reason: Location needs a rewrite. Strategy needs a rewrite. Skills are missing.

"I'm no one... Just a lonely caterpillar waiting to shed her skin..."

Samarie is a supportive non-playable character and potential enemy in Fear & Hunger 2: Termina. She appears to be an insecure and frail occultist with stalking tendencies and a specific interest in Marina. Samarie is one of the fourteen contestants arriving in Prehevil that were forced to participate in the Festival of Termina.


Samarie is a secretive dark priest apprentice and a participant in the Termina festival. In the Vatican City, she was part of an exclusive group of naturally gifted children who were sequestered in the ninth circle of Fiend Petr's Basilica. Here, their bodies would waste away in an ancient rite designed to receive messages from the older gods. Samarie's innate affinity with these supernatural forces is evident in her versatility with magic, which includes blood magic, mind reading, and teleportation through red arcs. However, these rituals have taken a significant toll on Samarie's physical body, causing her to deteriorate to the point where her lifespan is severely limited, a reality that she is acutely aware of.

During her confinement, Samarie became infatuated with Marina, a regular student at the Vatican. This infatuation quickly evolved into an obsession, prompting Samarie to secretly observe Marina's every move, even resorting to reading her thoughts. When Samarie discovers that Marina plans to visit Prehevil to question her despised father about her mother's death, Samarie decided to travel to Prehevil to help or protect Marina, despite Marina being unaware of her existence. Little did she know that she was destined to become a player in a grand scheme orchestrated by the mischievous Moon God, Rher, who had chosen her as one of the 14 Termina contestants.


Samarie is a disturbed and obsessive young woman who will go to lengths to follow Marina. She seems willing to do anything to make Marina happy, including committing acts of violence. Despite this, she is extremely secretive and actively hides herself from Marina and the others while on the train. Samarie's obsession with Marina is likely romantic, further enforced as when spoken to on the train - as Marina - she will finish her dialogue with "Love you.".


Samarie is first encountered inside the train that transports the Termina contestants to Prehevil. On Day 1, if the player leaves the train area without going into the city and then comes back to the train, in the second cabin Samarie can be seen looking out of the door. If the player is not playing as Marina and doesn't have her in their party, she can be interacted with here after asking "Is there someone?" and then "Don't worry, it's safe here...".

If the player chooses to play as Marina and sleeps on the bed in the Abandoned House, Mayor's Manor or the Book Store, Samarie will be watching her sleep, but she will run away if the player chooses to not attack her.

Visiting the Church of Alll-mer on Day 1 through the main entrance will trigger a scene where Samarie will confront Father Domek about Marina. As he tries to attack her, she will retaliate by stabbing him five times - killing the Dark Priest. In panic, she will flee to the basement of the church, into the Rher dimension accessed through the pre-made circle. As long as it is Day 1 Morning, she can be found to the left of Father Domek's flesh pillar and convinced to return to the train after calming down. The scene will not occur if the player enters Tunnel 5 or enters the church through Golden Gates or Foundations of Decay. If the player doesn't trigger the scene, then Samarie will have already killed Father Domek. On Day 2, Samarie will be waiting instead in the Church until the player gets near her, prompting her to run to the basement.

From Day 1 Evening, the player will still need to use the pre-made circle in level 2 to find her, where she will be standing in front of the flesh pillar. If interacted with here, she will moonscorch into Dysmorphia after a brief dialogue - which will differ if playing as Marina or has her recruited.

On Day 3 Evening, Samarie will moonscorch into Dysmorphia.

Samarie has a Radiating soul, which can be acquired if the player kills her in battle, unlocking her skill tree at the Hexen table. Her death is a requirement for Endings B and C; killing her as Dysmorphia will produce the same gameplay results as her regular form.


Body Part HP Blunt Slashing Piercing Fire Otherwordly Ev. Rate Magic Ev. Resistances
Head 20 120% 120% 120% 120% 120% 80% 40% None
Torso 450 (1800) None None
Torso (Rot) 250 (1000) None None
Right Arm 350 None None
Left Arm 350 None None
Right Leg 200 None None
Left Leg 200 None None
  • Note: HP in parenthesis is only used for Damage-over-Time calculations.


Fear & Hunger Mode

In her human form, Samarie is a moderate threat: her right arm will cast Hurting at every single turn, but it is her only form of attack. This is unless you're playing as Marina, who can talk to her and make her hesitate, effectively stalling her for a turn.

Masoχ-S/M Mode

Samarie cannot usually be fought in Masoχ-S/M mode - see Dysmorphia. However, if playing as Marina, she will still appear when sleeping at the Mayor's Manor, Book Store or Abandoned House and can be fought there - allowing you to skip the dangerous Masoχ-S/M Dysmorphia battle.


Battle start

  • Samarie slowly creeps around you...
  • Samarie: “...”
  • If Marina is in a party:
  • Samarie: “Marina... Why would you do this!?”
    • Party member: (Line about not wanting to participate in a fight, each character has a unique line) (+Hesitation)


  • Samarie: “...”
    • Player: [PERSUADE] “You were in the train too! Me too! We're on the same side!”
      • Samarie: “O-oh... You saw me? ... What do you want? Actually, no! No! No! I can't trust you. I can't trust anyone!” Samarie is in a confused state. Now's your chance! (Skips 1-2 turns)
      • If repeated:
      • Samarie: “N-no! No! This is all your fault!”
    • Player: [INTIMIDATE] “I'll teach you to creep around, you freak!”
      • Samarie: “Ack! W-who do you think... Who do you think you're calling a freak!?” You just managed to anger Samarie with your intimidation efforts. (+Furious)
    • Player: “Just hold it! I'm sure we can find an understanding here!”
      • Samarie: “N-no! No! This is all your fault!”
    • Player: “What's your deal anyway?”
      • Samarie: “...” Samarie's expression tightens.
    • Player: “Prepare to die!”
      • Samarie: “...” Your intimidation efforts don't seem to work on her.

Talk (If player is Marina)

  • Samarie: “Marina! We don't have to do this!”
    • Player: “You're right. Just stand back and I'll do the same!”
      • Samarie: “Thank you, thank you Marina...” Samarie is lowering her stance, but something tells you that the danger is not over yet. But this might be your chance. (+Hesitation)
      • If repeated:
      • Samarie: “... I trust you. Please... Things don't have to go like this...” Samarie is lowering her stance, but something tells you that the danger is not over yet. But this might be your chance. (+Hesitation)
    • Player: “Oh yes we do!”
      • Samarie: “B-but... What will it take for you to believe me? Can't you see I'd do anything for you!”
    • Player: “You should've thought of that before.”
      • Samarie: “B-but... What will it take for you to believe me? Can't you see I'd do anything for you!”
  • If player asked Samarie to stand back twice:
  • Samarie: “Marina... Why...?”

Run (will always fail)

  • Samarie: “... Don't..."


“Samarie is down...”
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 her Nothing “No reaction. She is dead.”
Medical diagnosis Nothing
“She looks to be dead.”
If Daan is in the party:
“Seems dead to me. Don't know what else to say...”
Search (Soul stone, Chalk and Collared blouse) Nothing
Leave Success Nothing
Devour Success “You devoured the remains.”
Harvest an organ Success Nothing
Saw off her head (Samarie's head) Nothing
Necromancy Failure “The soul is too corrupted and frail to be summoned back to the body. The necromancy failed.”


  • In the demo version of the game, Per'kele did not count her as a participant on Termina, even when the player kills her. This was due to a bug as clarified by game creator Miro Haverinen.
  • Originally, Samarie was intended to be beyond salvation from the player character. However, based on feedback from testers of Fear & Hunger 2: Termina before its launch, this aspect was altered. She shares this similarity with Pav, another contestant who was not meant to be saved originally.
  • Talking to her on the train (which requires getting to Rher's version of the church on Day 1 Morning and insisting Samarie returns to the train) and having the Mind read skill will replace some mind reads with instances where she calls out the player by thinking "Are you reading my mind? Yes you are! get out of my head".
  • Marina's B ending features her moving to Valland and wondering about the identity of a woman who had been trying to make friends with her. This woman's appearance is identical to Samarie, who should have perished during Ending B where all other Termina contestants have to be eliminated. Given that other contestants have been discovered to have Doppelgängers, this Samarie lookalike might also be one of them.
  • Samarie's design is likely inspired by the works of Daisuke Ichiba, particularly from his HOSPITAL TRAIN manga.
  • In spite of possessing a Radiating Soul like Reila, Samarie is notably much more socially inept. The two seem to act as mirrors of each other in a few ways, with Reila actively trying to move past religious fanaticism in favor of modern science, whilst Samarie is in training to be a dark priest and is heavily influenced by her religious upbringing.