Rules, Controls & All Endings Guide
Master the SUZY SAYS! rules: the trigger phrase, mat colors, every command family, round-by-round tips, and how to reach the secret ending.
The Core SUZY SAYS! Rules: One Phrase Decides Everything
SUZY SAYS! rules look like a kids' party game at first: a cheerful host, a colorful floor mat, and a Simon-Says twist that seems almost too easy. Then the lights flicker, the voice changes, and you realize the SUZY SAYS! rules are the only thing standing between you and whatever is waiting in the hallway. You play as a kid who comes home from a friend's house and finds a mysterious interactive DVD waiting — and Suzy, the host inside it, has decided you are going to be best friends forever.
The entire game comes down to one trigger. Suzy gives an instruction, and you obey only when the line is prefaced with her name. "Suzy says jump on green" is a command. "Jump on blue" on its own is a trap, and Suzy will immediately point out that you weren't listening. The practice round at the start includes one of those traps on purpose, so you learn the pattern before anything is at stake.
| What Suzy says | What you do |
|---|---|
| "Suzy says jump on green." | Jump on the green tile |
| "Jump on blue." | Nothing — stand still |
| "Suzy says crouch down." | Press crouch |
| "Look at the window." | Nothing — keep facing forward |
| "Suzy says look behind you." | Turn around |
Two habits carry you through almost every round: wait for the full sentence before moving, and treat silence as an instruction to stay put. Rushing the first two words is how most runs fall apart. The trigger always comes first, so if you only half-heard the line, you have a fraction of a second to catch yourself — use it.
Controls and Setup Before Your First Command
Before you can follow anything, you need your hands on the right keys. The game is a Windows download played with a keyboard, and the layout is deliberately tiny.
| Input | Action | Where it matters |
|---|---|---|
| W, A, S, D | Move | Walking between room objects, repositioning on the mat |
| Space | Jump | Mat color jumps, "jump on the bed," "jump on the couch" |
| C | Crouch | "Suzy says crouch down" |
That's the whole kit — WASD to move, Space to jump, and C to crouch covers everything Suzy can ask of you. Because there is no look-stick or mouse aim, "look at" commands are handled by turning your character, so get comfortable with quick left and right pivots.
A few practical setup tips:
- Play with headphones. Several commands are audio-first, and the tone of Suzy's voice changes the further you get.
- Keep the mat in frame whenever you are standing on it. Color jumps are the most common command type, and you want to see your feet.
- Learn the room before the rounds speed up. Walk the house once and note where the sunflower painting, the fridge drawing, the rubber duck in the bathroom, the bed, and the couch are.
Every Command Family in SUZY SAYS! Rules
Suzy draws from a small pool of command types and remixes them with increasing speed. Recognizing the family of a command lets you react before you have finished processing the sentence.
| Command family | Examples | Execution |
|---|---|---|
| Mat color jumps | Red, green, blue, yellow | Space while standing on the matching tile |
| Look commands | "Look at me," "look at the floor," "look at the ceiling," "look at the window," "look behind you" | Turn or tilt toward the target |
| Posture commands | "Crouch down" | Press C |
| Room errands | Touch the sunflower painting in the living room, touch the rubber duck in the bathroom, look at the drawing on the fridge | Walk to the object and interact |
| Furniture jumps | "Jump on the bed," "jump on the couch" | Space while on the furniture |
| Movement resets | "Come back to the mat," "close the front door" | Walk back and/or interact |
| Hide commands | "Suzy says hide" | Break line of sight and stay quiet |
The mat has four colors — red, green, blue, and yellow — and Suzy cycles through them constantly, which is why the trigger phrase matters most here. A missed "Suzy says" on a color jump is the single most common way to take a penalty.
Room errands are the slowest commands in the game, so treat them as a route rather than a reaction. If Suzy sends you to the bathroom duck, you already know the return trip takes time — do not sprint back, because a second command will likely be issued mid-walk and you need to hear it clearly.
Round-by-Round: How a Run Actually Plays Out
The structure of a session follows a steady escalation. Knowing which phase you are in helps you decide when to be cautious and when to move fast.
| Phase | What happens | What to prioritize |
|---|---|---|
| Practice | A few color jumps, one unmarked trap, a couple of look commands | Learn the trigger rhythm; there is no penalty pressure yet |
| Main rounds | Mat colors mixed with look, crouch, and errand commands | Accuracy over speed — wait for the full line |
| Interruptions | Outside events break into the session | Keep your position and listen; do not act on the interruption |
| Hide and seek | Suzy asks you to hide, then plays along | Stay hidden until a clear "Suzy says" pulls you back out |
| Final round | A scavenger hunt: bring Suzy four candles, then look at the symbols | Complete the full set before you read anything on the wall |
The scavenger hunt is the part that catches people out. You are asked to gather four candles, and the round only progresses once the set is complete. Do not stop at two or three and start reading the symbols — collect all four, place them, and only then follow the follow-up instruction.
After the symbols appear, Suzy keeps issuing commands while the house gets louder. Keep running the same trigger test you used in the practice round. The final stretch deliberately mixes look commands, color jumps, and crouches in quick succession, so your only job is to hold the pattern you already know.
Mistakes That Break a Run — and Quick Fixes
Most failed runs share the same handful of causes, and every one of them is fixable within a single attempt.
| Mistake | Why it costs you | Fix |
|---|---|---|
| Acting before the full sentence | You obey a trap command | Wait one beat for "Suzy says" |
| Standing off the mat | Color jumps do not register | Return to the mat before reacting |
| Sprinting during room errands | You miss the next command | Walk, listen, then move |
| Guessing during overlapping audio | Two instructions reach you at once | Freeze and take the clearest one |
| Panicking at the final round | You skim the symbols early | Finish the four candles first |
| Ignoring a missed input | The command repeats and you are already behind | Reset position and repeat the action cleanly |
Two of these deserve extra attention. First, positioning: if a jump does not seem to count, step back to the center of the mat and jump again rather than mashing the key. Second, audio clarity: there are moments where the mix gets crowded, and a caption may not match what Suzy just said. Keeping the game updated to the current build avoids a known late-run subtitle mismatch, and it makes the closing minutes far easier to read.
A short pre-round checklist:
- Feet on the mat, camera facing the room.
- Hands resting on WASD, thumb near Space.
- Volume up, distractions muted.
- One deep breath before the first command of a new round.
Endings, the Secret Ending, and Endless Mode
There is more than one way for a night with Suzy to finish, and the extras sit behind the paid build.
| Ending or mode | How you get there | Availability |
|---|---|---|
| Standard run finish | Follow the commands through the final round and finish with a score | Base download |
| Secret ending | Destroy the CD instead of letting Suzy keep playing with you | Full version |
| Endless mode | Unlocked in the full release for players who want to keep going | Full version |
The secret ending is the one most people miss, because it asks you to break the SUZY SAYS! rules on purpose. The whole game trains you to obey, so destroying the CD — the disc Suzy is running from — feels wrong in the moment. That is exactly the point: it ends the session on your terms and stops her from playing with you again. If your goal is a clean run rather than an escape, finish the rounds normally and accept the score you walk away with.
Endless mode is the reason to consider the paid version if you enjoy the pattern. It strips the story pacing and leaves you with the command loop, which is where the SUZY SAYS! rules get genuinely tense.
Versions, Price, and Languages
The project is a downloadable Windows horror game with a pay-what-you-want entry point and a cheap full unlock.
| Version | Price | What's inside |
|---|---|---|
| SuzySays.zip | Name your own price | Base game, story run |
| SuzySays_Full.zip | $1.50 USD or more | Full version with endless mode and the secret ending |
Both downloads are roughly 242 MB, the game sits at a 4.1 out of 5 rating across 23 ratings, and the text and voice support English, Spanish, Brazilian Portuguese, Russian, Chinese, and Japanese. It is a short experience — most players finish their first night in one sitting — so treat it as a tight, repeatable arcade-horror run rather than a long campaign.
SUZY SAYS! Rules FAQ
Do I have to obey every instruction Suzy gives? No. Only instructions that start with her name are binding. Everything else is bait, and the practice round exists to teach you the difference.
What happens if I break the SUZY SAYS! rules by accident? Suzy calls it out immediately and it counts against your run. Treat every slip as a strike you cannot afford and slow down for the next few commands.
How do I unlock the secret ending? Destroy the CD instead of continuing to play along. The secret ending and endless mode are part of the full version of the game.
Can I play without sound? You can, but you lose the biggest advantage you have. The trigger phrase and the tone of the delivery are how you separate real commands from traps, so headphones are strongly recommended.
Related Guides
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Full Game Walkthrough: All 3 Endings
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