All Choices & Endings Guide
Learn how SUZY SAYS! choices work, which commands to obey, how to reach the candle finale, and what changes on the secret ending route.
How SUZY SAYS! choices Actually Work
SUZY SAYS! choices look harmless because the game presents them as a children's DVD activity, but every command is a test of attention. One missed prefix can turn a simple jump into a mistake, and the final candle request is where that tension becomes a full horror sequence. The key to SUZY SAYS! choices is not speed; it is reading Suzy's wording before you move.
The setup is deliberately ordinary. You return home at 9 p.m. after an evening at a friend's house, drop your school bag in your room, and find a note from your mom. She is working until 11, there is pizza on the counter, and your uncle has sent over something from work for you to test. The interactive DVD game is that something. You turn on the TV, insert the disc, and meet Suzy.
Suzy explains the rule in the practice round: follow instructions only when she says "Suzy says." The practice sequence uses red, green, blue, and yellow mat pads. It also sets the trap. If Suzy says "jump on blue" without the prefix, you are supposed to stay put. The game rewards restraint, not reflex.
That sounds simple until the commands start pulling you around the house. Suzy asks you to look at the floor, the ceiling, the window, and her. She sends you to the sunflower painting in the living room, the rubber duck in the bathroom, and the drawing on the fridge. She asks you to jump on the couch and the bed, crouch down, and eventually hide. Each command is a choice: obey the prefixed version, ignore the unprefixed version, or lose track of what she actually said.
Why the prefix rule matters
The rule is the whole game. SUZY SAYS! choices are binary at the moment of each command: act or hold still. You are not selecting dialogue options or building a character. You are proving that you can follow a rule under pressure. That is why the horror escalates through distractions: knocking, a phone call, lights going out, and a "special friend" entering the house.
Use the standard controls: WASD to move, Space to jump, and C to crouch. The Windows build lists those controls directly, and they are all you need for the jumps, crouches, and hide sequence.
Command Cheat Sheet: What to Do and What to Ignore
The commands are not random. They fall into a few families, and each family tests a different part of your attention.
| Command family | Example | Correct response | What it tests |
|---|---|---|---|
| Prefixed action | "Suzy says jump on red" | Perform the action right away | Prefix recognition |
| Unprefixed action | "Jump on blue" | Do not perform it; hold position | Impulse control |
| Look command | "Suzy says look at me" or "look at the floor" | Turn toward the named target and confirm it | Camera and spatial awareness |
| Object touch | "Suzy says touch the rubber duck" or "touch the sunflower painting" | Navigate to the object and interact | House map knowledge |
| Movement command | "Suzy says crouch down" or "jump on the bed" | Use the correct input on the named surface | Input accuracy |
| Hide command | "Suzy says hide" | Crouch, break line of sight, and keep moving | Composure under pressure |
A clean run depends on treating the mat as a reset point rather than a finish line. When Suzy sends you into another room, note the landmark she names. The sunflower painting, rubber duck, fridge drawing, couch, bed, and mat are the anchors that make later commands easier to process.
| Key number | Detail | Why it matters |
|---|---|---|
| 4 | Mat colors: red, green, blue, yellow | The practice round teaches the core rule |
| 3 | Core controls: move, jump, crouch | Every command uses one of these inputs |
| 4 | Candles in the final request | This is the endgame trigger, not a side task |
| 2 | Main candle outcomes | The request can resolve in more than one way |
| 1 | Secret ending in the full version | Replay value beyond the standard finale |
The Main Route: From Practice Mat to Four Candles
The opening is a slow burn, so use it to learn the house. Place your bag in your room, head to the kitchen, and read the note before you touch the disc. The kitchen note gives you the story reason for testing the game and sets a curfew that the horror immediately violates. Turn on the TV, insert the disc, and step onto the mat.
| Checkpoint | What happens | Choice to prioritize |
|---|---|---|
| 1. Practice round | Suzy teaches the red, green, blue, yellow sequence | Wait for "Suzy says" before every move |
| 2. First house commands | Suzy sends you to the sunflower painting and rubber duck | Learn the named landmarks |
| 3. Distractions begin | Knocking, a phone call, and a special friend interrupt the game | Do not rush; finish the current command cleanly |
| 4. Lights out | The house gets darker and commands continue | Keep moving and use the mat as your anchor |
| 5. Hide sequence | Suzy tells you to hide | Crouch, break line of sight, and avoid open rooms |
| 6. Final request | Suzy asks for four candles | Decide whether to complete the ritual or escape |
The practice round is the safest place to build the habit. Do not jump on a color just because the color is named. Jump because the full sentence includes the prefix. If you carry that habit into the house, the look and touch commands become much less confusing.
The middle section is where SUZY SAYS! choices become harder to track. Suzy mixes movement commands with camera commands, then adds environmental distractions. A phone call from your mom does not pause the threat; it interrupts the game and makes the next command feel more urgent. Treat every pause as a chance to reset your attention rather than a chance to sprint.
When Suzy says hide, the game shifts from instruction-following to evasion. The screen is dark, the house layout matters, and standing still near the mat is a bad idea. Crouch, move through rooms you already know, and keep something solid between you and the sound. You do not need to guess a secret safe room; you need to use the map the game has already taught you.
Endings and Secret Route: What SUZY SAYS! choices Change
The final request is the clearest fork in the game. Suzy asks for four candles and promises that everything will be all right after that. The phrasing is a warning. The candle hunt is a ritual setup, and completing it leads to an end screen rather than a clean escape.
| Route | How it resolves | Key decision |
|---|---|---|
| Four-candle completion | Suzy receives the candles and the game presents an ending screen with a score | Trust Suzy's promise or treat it as the final mistake |
| Alternate candle finish | The candles light as they are placed, symbols appear, and the player is pulled into the TV | Finish the request despite the ritual imagery |
| CD destruction secret ending | Destroying the disc cuts Suzy off instead of completing her game | Use the escape route in the full version |
The full version includes an endless mode and a secret ending. The secret route is not another layer of the candle hunt; it is a refusal. Destroying the CD ends the session with Suzy instead of finishing her final request. That makes SUZY SAYS! choices matter beyond a single playthrough: you can complete the ritual, see the darker TV outcome, or cut the game off entirely.
For players chasing the secret ending, SUZY SAYS! choices are about knowing when to stop playing. The standard route teaches you the house, the commands, and the escalation. The escape route asks you to use that knowledge to break the loop. If you want the full final sequence, complete the candle request. If you want the shortest way out, destroy the disc.
Practical Tips for Cleaner Runs
- Wait for the full sentence. The prefix is the instruction. If you move as soon as you hear a color, you will fail the unprefixed traps.
- Learn the landmark loop. Sunflower painting, rubber duck, fridge drawing, couch, bed, and mat. Those are the destinations Suzy repeats.
- Use deliberate movement. Jumping and crouching are simple inputs, but panic makes them sloppy. Line up the surface before you press the key.
- Reset after distractions. Knocking, the phone call, and the lights going out are attention breaks. Take one beat, then return to the rule.
- Do not treat the candles as a collectible side quest. The four-candle request is the endgame trigger. Decide whether you are finishing the ritual or escaping before you place the last one.
- Replay with a purpose. If you want the standard finale, finish the candle hunt. If you want the secret ending, go for the CD.
SUZY SAYS! choices reward patience more than speed. The game is short, but the commands are designed to make you second-guess yourself. A clean run feels less like memorizing a sequence and more like holding one rule in your head while the house tries to break your concentration.
FAQ
What are the main SUZY SAYS! choices? The main choices are whether to obey prefixed commands, ignore unprefixed commands, and whether to complete Suzy's four-candle request or destroy the CD. The game does not use a dialogue-tree choice system; the decisions are made through movement and interaction.
Do SUZY SAYS! choices change the ending? Yes. Completing the candle request leads to Suzy's endgame, including the TV outcome. Destroying the CD unlocks the secret ending in the full version and ends the game before the ritual finishes.
What controls do I need for the game? Use WASD to move, Space to jump, and C to crouch. The commands on the mat and around the house use those inputs, including the hide sequence.
Is there an endless mode? Yes. The full version of the game includes an endless mode along with the secret ending. The standard download is enough to learn the main route, but the full version is the one to choose if you want the extra mode and escape ending.
Related Guides
Beginner Guide: Rules & All Endings
Learn SUZY SAYS! controls, the Suzy says rule, round structure, all three endings, secret route, and beginner tips for a clean run.
Full Game Walkthrough: All 3 Endings
A complete Suzy Says! walkthrough: every Susie says command in order, mat colors, off-mat targets, the four-candle finale, and all three endings.
How to Play & Ending Routes
Master SUZY SAYS! how to play with command rules, controls, survival tips, and the main and secret ending routes.
How to Play: Rules, Controls & Endings
Learn SUZY SAYS! instructions the safe way: controls, the Suzy-says rule, the four-candle scavenger hunt, marks, and how to reach both endings.