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.
A Children's Host With a Second Set of Rules
A cheerful host named Susie welcomes you onto a living-room mat, teaches her version of Simon Says, and then starts sending you out of the room. That switch — from a color game to something that wants you walking through a dark house — is exactly why a SUZY SAYS! full game walkthrough is worth reading before you press start. The rule never changes; only the stakes do.
This SUZY SAYS! full game walkthrough breaks the roughly 17–20 minute run into phases, lists the colored-mat and object commands you will hear, and flags the lines you should refuse. The game is a first-person horror title from MOONBIT, built to feel like an interactive DVD from the mid-2000s, and it runs on Windows as a 242 MB download.
The Rule That Never Changes
Susie's mat has four colors — red, green, blue, and yellow — and the practice round exists to teach the only mechanic that matters: you move when the phrase "Susie says" comes first, and you do nothing when it doesn't. She walks you through red, then green, then drops a bare "jump on blue." Obey that one and she corrects you on the spot.
A SUZY SAYS! full game walkthrough lives or dies on this table, so keep it in mind for the entire session:
| What you hear | Example line | Correct response |
|---|---|---|
| Prefixed mat command | "Susie says jump on green." | Jump on green, then stop. |
| Bare mat command | "Jump on blue." | Stay exactly where you are. |
| Prefixed off-mat task | "Susie says touch the rubber duck in the bathroom." | Leave the mat, do it, then return. |
| Bare off-mat command | "Look at the window." | Ignore it and keep still. |
| Prefixed reset | "Susie says come back to the mat." | Walk back and wait. |
What shifts is the ratio. Early commands almost all carry her name; by the back half, prefixed lines become rare and the game turns into a long string of bait. Assume every sentence is a trap until you actually hear "Susie says."
SUZY SAYS! Full Game Walkthrough: Phase by Phase
The run follows a clear escalation: mat drills, then errands around the house, then a finale that stops pretending to be a game. Here is the shape of it.
| Phase | Where you are | What gets asked | Trap to expect |
|---|---|---|---|
| 1. Practice | On the mat | Red, green, yellow | One bare "jump on blue" early |
| 2. First real round | On the mat | Colors plus "look at me" | Bare color calls slipped between prefixed ones |
| 3. The painting | Living room | "Susie says touch the sunflower painting" | Bare "look behind you" once you leave |
| 4. The bathroom | Dark hallway | "Susie says touch the rubber duck" | Bare color calls while you are away |
| 5. The fridge | Kitchen | "Susie says look at the drawing on the fridge" | A second voice enters the session |
| 6. House sweep | Everywhere | Front door, bed, couch, window, ceiling, floor | Almost every line is bare |
| 7. Interruption | Anywhere | Nothing legitimate | A phone call you should not chase |
| 8. Hide and seek | Anywhere | "Susie says hide" | Bare commands while you are hidden |
| 9. Scavenger hunt | All rooms | Four candles, then symbols | The final test of the prefix rule |
Phases 1–2: the mat. Practice is short and deliberately forgiving, but it plants the one mistake that catches people later: a command with no prefix right after a command that had one. Momentum carries you into it. Wait a full beat before every jump.
Phases 3–5: leaving the mat. Susie starts requesting objects — the sunflower painting in the living room, the rubber duck in the bathroom, the drawing on the fridge. Each errand ends with a call back to the mat, so the safe loop is leave, complete, return, wait. The hallway out to the bathroom really is dark, and the game leans on that.
Phase 6: the house sweep. The list widens to the front door, the bed, the couch, windows, ceilings, and floors. "Look behind you" appears repeatedly here, nearly always without the prefix, and it is the most tempting instruction in the whole game.
Phases 7–8: the interruption. A phone call cuts into the session and Susie makes clear she does not appreciate the company. Shortly after, she asks you to hide. Expect bare commands to keep arriving while you are out of sight.
Off-Mat Targets: A Quick Reference
The house is small, so travel time is never the problem — being away from the mat when a prefixed line lands is. Every object request is short and every one ends with a return order.
| Target | Room | Line to listen for |
|---|---|---|
| Sunflower painting | Living room | "Susie says touch the sunflower painting in the living room." |
| Rubber duck | Bathroom | "Susie says touch the rubber duck in the bathroom." |
| Fridge drawing | Kitchen | "Susie says look at the drawing on the fridge." |
| Front door | Entryway | "Susie says close the front door." |
| Bed | Bedroom | "Susie says jump on the bed." |
| Couch | Living room | "Susie says jump on the couch." |
| Window, ceiling, floor, behind you | Anywhere | Mostly bare — ignore unless prefixed |
One practical warning for this stretch of the SUZY SAYS! full game walkthrough: the game is dark on purpose. If you cannot find the bathroom or the fridge drawing, raise your brightness rather than wandering, because extra movement means extra chances to react to a bare command.
The Final Round: Four Candles and the Symbols
Susie announces a scavenger hunt and asks you to bring her four candles, promising that afterward everything will be all right. Collect them only after the prefixed request, deliver them, and then look at the set of symbols she points out. The commands keep coming after that — a bare color call and a prefixed crouch — so hold the discipline through the last line of dialogue.
This is the point in a SUZY SAYS! full game walkthrough where attention usually collapses, because a scavenger hunt feels like a puzzle instead of a reflex test. It isn't. The prefix rule is still live, and the closing minutes are where the run resolves into one of its endings.
Endings, Versions, and What to Replay For
There are three endings: Bad, True, and Secret. The Secret Ending belongs to the Full version, the $1.50 unlock on the game's official itch.io page, and it is not part of the free name-your-own-price download. The other two are reachable in a normal run.
| Version | Price | Secret Ending | Platform | Download size |
|---|---|---|---|---|
| Free download | Name your own price | Not included | Windows | 242 MB |
| Full version | $1.50 | Included | Windows | 242 MB |
Because a complete playthrough takes only about 17–20 minutes, the smart approach is to finish one run without reloading and note where you slipped. Replaying for a specific ending is cheap in time, and knowing which phase you broke — an extra jump, a missed object, a scavenger item collected too early — tells you where to focus on the second pass.
| Problem | Likely cause | Fix |
|---|---|---|
| You keep getting scolded | Reacting to bare commands right after prefixed ones | Pause a beat before every move |
| You cannot find the duck | The bathroom hallway is genuinely dark | Raise brightness and follow the hall |
| You missed the candle request | Left the mat before being told | Return to the mat and wait for the prefix |
| The run felt too short | That length is normal | Plan a second run for another ending |
Practical Tips Before You Press Play
- Repeat the opening words of each instruction in your head. If "Susie says" is not there, your hands should not move.
- Treat prefixed and bare lines as two different voices, even when the tone is identical.
- Never wander. Only leave the mat for a task she has actually authorized.
- Do the off-mat errand immediately when it is prefixed — the return order always follows, and hesitating only creates chances to mishear.
- Ignore the phone call entirely. It is atmosphere, not an objective.
- Play in one sitting. A 17–20 minute run is short enough that a break makes you rusty on the prefix rule.
FAQ
How long is a SUZY SAYS! full game walkthrough? About 17–20 minutes for a single complete run, which is why replaying for a different ending is practical.
How many endings are there? Three — Bad, True, and Secret. The Secret Ending is included with the $1.50 Full version rather than the free download.
What happens if I break the rule? Susie calls it out immediately and the session continues, so one slip does not end the run. It does tell you that your reflexes, not your understanding, are the weak point.
Can I play it in a browser? No. It is a Windows download of roughly 242 MB, and the free name-your-own-price version is the place to start before deciding on the Full unlock.
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