Full Walkthrough
A full Suzy Says! run takes about 17 to 20 minutes and moves from the color mat in the living room to a house-wide candle hunt. This walkthrough follows the story in order, chapter by chapter, and marks the two points where a wrong move sends you to the Bad Ending.
Controls are simple: WASD to move, Space to jump and C to crouch. The only rule that matters is the prefix. Act when the line starts with "Suzy says" and ignore everything else. The full rule set is on the How to Play page.
Chapter 1: Learning the Mat
The game opens on the DVD menu. Suzy introduces herself as the host of an interactive show and asks you to stand on the floor mat in front of the television. The mat has four colored pads: red, green, blue and yellow.
The first commands are color jumps. Suzy says jump on red, then green, then blue, then yellow. Use this calm opening to memorize which pad sits where, because later rounds come faster and you will not have time to look down.
Nothing scary happens yet. The tutorial exists to teach the rhythm of the show before the rules start to bite.
Chapter 2: The Prefix Trap
Soon Suzy starts dropping her own name. A bare "jump on green" is a trap, and moving on it counts as a mistake. Early in this chapter she points out that she never said Suzy says, which is the moment most players learn the rule the hard way.
"Suzy says, look at me" asks you to face the television. Mixed with the color jumps, these lines test whether you listen to the full sentence or react to the last word. Standing still is often the right answer.
A missed command triggers a scare but does not always end the story. The consequences grow as the chapters go on.
Chapter 3: Leaving the Mat
The game opens up when Suzy sends you away from the TV. The first trip is "touch the sunflower painting in the living room", followed by "come back to the mat". Then she asks you to touch the rubber duck in the bathroom, which forces you to leave the living room for the first time.
Walk to each object, interact with it and wait. Do not head back to the mat until Suzy tells you to. Returning early is a common way to lose track of the next command.
From this point the whole house is part of the board, and the camera is no longer locked on the screen.
Chapter 4: Strange Events
The tone changes here. Suzy asks you to crouch down, look at the floor, look at the window and touch the drawing on the fridge. The fridge drawing shows the player and Mom, plus a dark silhouette that was not there before.
Right after that, Suzy says a special friend wants to come and play. This is the first fork. The scene builds toward the front door, and opening it for the visitor leads straight to the Bad Ending.
Keep obeying only prefixed lines and get ready to deal with the door.
Chapters 5 and 6: The Visitor and the Call
Suzy tells you to look behind you, then to close the front door. Do it. She follows with "look at the ceiling" while the camera keeps being pulled toward the window, the floor and the television.
In the middle of this a phone call from Mom comes in. The call is cut off, and Suzy is the one who ends it. The scene is short, but it makes it clear that nobody is coming to help.
Keep the same discipline: no prefix, no movement.
Chapter 7: Hide and Seek
"Suzy says, hide" starts the hide-and-seek section. The creature walks through the house, and your job is to stay out of its sight until the sequence ends. Getting caught is the second route to the Bad Ending.
Pick a spot with walls between you and the hallways, and avoid standing in doorways. Some players report that the house goes dark outside the TV room during this part; the troubleshooting page lists what helped them.
Survive the search and the story moves to its last chapter.
Chapters 8 and 9: Candles and the Television
The final hunt sends you around the whole house, with jumps on the bed and on the couch along the way. Then comes the key command: "Suzy says, bring me four candles". The candles are spread around the house, and each one has to end up on the mat.
When all four are in place, Suzy says to look at these symbols. Obeying that line triggers the True Ending: the player falls asleep, Suzy takes over and pulls them into the television, and a score screen thanks you for playing.
If you own the Full version, restart now for the Secret Ending, where the DVD itself is the target. The endings guide explains that route.
How long is a Suzy Says! playthrough?
Full runs in public videos land between about 17 and 20 minutes, depending on how fast the player finds the candles.
What happens if I open the front door?
The special friend gets in and the run ends on the Bad Ending. Close the door when Suzy tells you to.
