Samarie is a mess. There is no other way to put it. When you first encounter her in the damp, claustrophobic transit tunnels of Prehevil, she doesn't look like a threat; she looks like a victim of her own mind. In the brutal world of Fear & Hunger 2: Termina, where cosmic horrors and physical mutilation are the norm, Samarie stands out because her horror is deeply personal, internal, and honestly, pretty uncomfortable to witness.
She’s a stalker. She’s a voyeur. She’s a girl who was raised in the Vatican City under the stifling, soul-crushing influence of the Ninth Circle, a dark priesthood that treats human life like a disposable battery for magical rituals. If you’ve played the game, you know she’s obsessed with Marina. But calling it a "crush" is like calling a hurricane a light breeze. It’s an all-consuming, identity-erasing fixation that defines every single thing she does in the game.
The Ninth Circle and the Making of a Monster
You can't talk about samarie fear and hunger without talking about where she came from. The Ninth Circle isn't just a church; it’s a factory for trauma. Samarie was "gifted" with the ability to read minds, which sounds cool until you realize she was forced to listen to the darkest, most depraved thoughts of the high priests since she was a child. Imagine never having a silent moment in your own head. Imagine every secret, every lie, and every ounce of filth in the human psyche being piped directly into your brain 24/7.
That does things to a person.
It stunted her. It made her frail. By the time she reaches Prehevil, her body is literally failing her. She has these dark circles under her eyes that look like bruises, and her skin is a sickly shade of gray. Miro Haverinen, the creator of the game, did an incredible job of making her look physically "wrong" without relying on traditional monster tropes. Her horror is the horror of a wasted life. She spent her years as a tool for the church, and the only light she ever found was through a one-sided, psychic connection with Marina, a fellow student who barely knew she existed.
The Stalker Dynamic: It’s Not Love
A lot of players initially feel bad for Samarie, but that empathy gets tested real quick. She followed Marina to Prehevil. She watched her from the shadows. She even broke into Marina's childhood home to "protect" her. In her mind, she's the hero of a tragic romance. In reality? She’s a terrifying presence.
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If you find her in the Church of Alll-mer on Day 1, you see the peak of her instability. She kills Father Domek—Marina's father—because she thinks she’s doing Marina a favor. She thinks she’s liberating her. But Samarie doesn't understand boundaries because she’s never been allowed to have any of her own. Her mind-reading abilities stripped away the concept of privacy. To her, knowing someone's thoughts is the same as owning them.
The Radiating One: Samarie’s Moonscorch Transformation
The Moonscorch is the great equalizer in Termina. It takes your deepest insecurities and turns them into physical deformities. For Samarie, this transformation results in "The Radiating One."
It’s one of the most disturbing designs in the game.
She turns into this elongated, fleshy mass with multiple limbs, her face stretched into a permanent scream of agony. The "radiating" part refers to the raw, psychic energy she can no longer contain. It’s a literal manifestation of her "radiating" obsession. She wanted to be seen by Marina so badly that she became a beacon of pain that no one can ignore.
Gameplay Mechanics and Facing Samarie
Fighting samarie fear and hunger in her human form is actually a timed event. If you don't reach her in the tunnels or the church early enough, she succumbs to the moon’s influence. If you do fight her while she’s still "human," it’s a pathetic, heart-wrenching battle. She uses hexes and blood magic—stuff she learned in the Ninth Circle—but she’s clearly exhausted.
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Here is what you need to know if you're trying to save her (or at least deal with her):
- The Day 1 Window: You have a very narrow timeframe to interact with her in the transit tunnels before she moves to the Church of Alll-mer.
- The Domek Encounter: If you enter the secret room in the church while she's there, she will turn hostile almost immediately. She perceives you as a threat to her "moment" with Marina.
- Mind Read: Using the "Mind Read" skill on her is a trip. It’s a jumbled mess of static, obsession, and self-loathing. It confirms that she isn't just "evil"; she's completely broken.
Honestly, the "best" outcome for Samarie is still pretty bleak. You can’t really "fix" her. You can prevent her from transforming, but she remains a deeply disturbed individual who has no idea how to function in a world where she isn't a psychic sponge for other people's sins.
Why We Can't Stop Talking About Her
Why does this character stick in the brain?
It’s the tragedy of wasted potential. Samarie could have been a powerful mage or a scholar. Instead, she was hollowed out by a cult and left to rot in a city being devoured by an ancient god. She represents the "forgotten" victims of the Fear & Hunger universe—not the warriors or the adventurers, but the people who were broken long before the game even started.
Her relationship with Marina is a dark mirror of actual human connection. It reminds us that empathy without boundaries is just another form of violation. Samarie thinks she knows Marina better than Marina knows herself because she’s peeked into her brain. But she doesn't know Marina at all. She knows a projection. She knows a fantasy she built to keep herself sane in the Ninth Circle.
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Surviving the Encounter: Practical Tips
If you're doing a run and you want to see her storyline play out, you need to be fast. The game's clock is your biggest enemy.
- Don't Sleep: Sleeping advances time and triggers the Moonscorch. If you want to see Samarie's human interactions, you need to push through the first morning without hitting a bed.
- Talk to Her: If you play as Marina, the dialogue changes significantly. It’s the only time we see a glimmer of Samarie’s humanity, even if it’s wrapped in layers of creepiness.
- Watch the Arms: In her boss form, those multiple limbs aren't just for show. They can inflict heavy bleeding and loss of limbs. Use evasion-heavy equipment if you have it.
The Verdict on Samarie
Samarie is the soul of Termina's horror. It’s not just about losing an arm or getting jumped by a guard; it’s about the total erosion of the self. She is a girl who had her mind stolen by a cult and then gave what was left of it to a girl who didn't ask for it.
She's tragic. She's gross. She's terrifying.
And she is exactly why the writing in this series is so much better than your average indie horror game. She isn't a jump scare. She’s a slow-burn realization of how badly a life can go wrong.
To get the most out of her narrative, players should focus on a Marina-led playthrough. This unlocks specific dialogue nodes that provide the necessary context for the "stalker" behavior, reframing it from a standard horror trope to a specific consequence of the Ninth Circle's indoctrination. Pay close attention to the environmental storytelling in the Vatican-related areas to see the literal chairs where Samarie was forced to sit and "listen" to the priests; it makes her eventual breakdown in Prehevil feel much more earned and significantly more devastating. Avoid killing her immediately if you want the full lore experience, though from a pure survival standpoint, she is a dangerous wild card that most players end up neutralizing early.