Walkthrough: All Endings, Rules & Tips
Beat the mat, survive the final rounds, and unlock every ending with this practical Suzy Says! walkthrough.
Quick Start: What a Clean Run Looks Like
The red mat looks harmless—right up until a cheerful voice asks you to jump on it and the room starts to listen. Suzy Says! is a short first-person horror game built around a children’s DVD host, a living-room mat, and a rule that punishes panic. This Suzy Says! walkthrough focuses on clean execution: what to obey, where each object is, and how to reach the final rounds without guessing. A reliable Suzy Says! walkthrough matters because most mistakes come from two places—acting before the phrase “Suzy says” or leaving the mat before the next line lands.
You come home after school, find an interactive DVD game, and meet Suzy. She promises a friendship game, but the instructions get darker as the rounds go on. The PC build is a 242 MB download, and a clear run takes roughly 17–20 minutes, so mistakes are cheap to fix. Restarting early is usually smarter than trying to salvage a messy streak.
| Detail | What to know |
|---|---|
| Game | MOONBIT’s short first-person mascot-horror game |
| Platform | Windows download, 242 MB |
| Price | Name your own price; Full version costs $1.50 |
| Run length | About 17–20 minutes |
| Endings | Bad, True, and Secret; Secret is in the Full version |
| Controls | WASD to move, Space to jump, C to crouch |
Master the “Suzy Says” Rule
The game is a horror twist on Simon Says. You obey a command only when it is prefixed with “Suzy says.” If she says “jump on green” without the prefix, do nothing. The opening practice round makes this clear by testing red and green, then slipping in a bare blue command. Treat that moment as calibration, not a mistake to shrug off.
The second rule is positioning. After most room-object commands, you need to return to the mat before the next instruction. If you linger by the fridge or bathroom duck, you can miss the next line. Standing on the mat between actions keeps your movement short and your camera free.
| Prompt type | Example | Correct response |
|---|---|---|
| Prefixed command | “Suzy says jump on red.” | Jump on red, then reset on the mat |
| Bare command | “Jump on green.” | Do nothing; it is bait |
| Camera command | “Suzy says look at the ceiling.” | Move your view only, then re-center |
| Environmental command | “Suzy says touch the rubber duck.” | Go to the bathroom, interact, return |
| Movement command | “Suzy says crouch down.” | Crouch and hold until the next line |
The fastest way to improve is to stop predicting. Wait for the full sentence, confirm the prefix, then move. When a command chains two actions—such as a look target followed by a colored jump—finish the first action and return to the mat before starting the second.
Room-by-Room Command Map
Suzy mixes mat jumps with camera checks and object interactions. The mat is your anchor, but the room is the real board. This map keeps the common targets straight without turning every round into a scavenger hunt.
| Target | Where to find it | Commands tied to it | Tip |
|---|---|---|---|
| Colored mat | Living room center | Jump on red, green, blue, yellow | Land on the named color, then reset |
| Sunflower painting | Living room | Look at or touch it | It appears in multiple rounds |
| Fridge drawing | Kitchen | Look at or touch it | Check the fridge after kitchen commands |
| Rubber duck | Bathroom | Touch it | The bathroom is dark; keep the trip short |
| Front door | Entry area | Close it | Interact, then return to the mat |
| Bed | Bedroom | Jump on it | Expect a longer move; do not start early |
| Couch | Living room | Jump on it | Easy to confuse with the bed under pressure |
| Ceiling, floor, window, behind you | Camera directions | Look at them | Use small camera flicks and re-center |
| Four candles | Search the rooms | Bring them to Suzy | Collect during the final scavenger hunt |
| Symbols | Final round | Look at them | Note them before the last jump and crouch commands |
A practical habit: learn the route from the mat to each object. The bathroom duck and kitchen fridge drawing are the two detours most likely to cost you time. If you hear “look behind you,” treat it as a camera instruction, not an invitation to spin around wildly. Small, controlled movements register more reliably than panicked sweeps.
Step-by-Step Suzy Says! Walkthrough
This Suzy Says! walkthrough breaks the run into five phases. The early rounds teach the language; the later rounds test whether you can stay calm while the room gets stranger.
| Phase | What happens | Commands to expect | Smart move |
|---|---|---|---|
| Practice | Suzy tests the mat | Red, green, blue, yellow; one bare blue trap | Learn the prefix and stay centered |
| First real round | Mat jumps mix with room targets | “Look at me,” colored jumps, sunflower painting, bathroom duck | Return to the mat after every object |
| Escalation | More camera checks and interruptions | Fridge drawing, front door, ceiling, hide | Keep the camera loose and do not sprint |
| Scavenger hunt | Final collection task | Bring four candles; look at symbols | Search rooms methodically, not randomly |
| Final sequence | Last commands | Jump on green, crouch, final look | Stop guessing; obey only prefixed lines |
The practice phase is short, but it sets the tone. After red and green, the bare “jump on blue” is designed to catch players who are moving on autopilot. If you jump, you get corrected. If you wait, you have learned the core skill for the rest of the run.
The first real round sends you between the mat and the living room, then to the bathroom for the rubber duck. The sunflower painting is a repeat target, so know its position before you need it. When Suzy says “look at me,” aim at her on screen and then return your view to the mat. Do not hold the camera on the wrong target while the next command begins.
The escalation phase adds the fridge drawing, the front door, and more look commands. The front door is easy to forget because it is not part of the mat loop. Close it when prompted, then get back to the mat. When Suzy says hide, break line of sight and wait for the next instruction. The sequence is testing obedience and timing, not exploration.
The scavenger hunt is the only collection task in the run. You need four candles. Search the rooms in a loop, pick up each candle, and return to the mat. If an interaction does not seem to register, step back, re-center, and try once more rather than spamming inputs. After the candles, you are told to look at symbols. Take a mental snapshot because the final commands arrive quickly.
The final sequence is brief: green, crouch, and one last look. The urge is to move before the sentence ends. Do not. Wait for the full “Suzy says” line, complete the action, and stay still for the next cue. If you miss one, reset your position and listen for the next prefixed command instead of guessing.
Endings and Replay Goals
The game has three endings: Bad, True, and Secret. The Secret ending is part of the Full version. To pursue it, destroy the CD when the game gives you the chance. The Bad and True outcomes come from the main run, but their exact triggers are not fully itemized, so the safest plan is to keep a clean streak and finish the final sequence without experimenting.
| Ending | Availability | How to pursue it | Notes |
|---|---|---|---|
| Bad | Base game | Reduce mistakes; learn the bare-command traps | Treat early failures as a reset signal if you want a clean run |
| True | Base game | Complete the main rounds and final scavenger hunt | Finish the last prefixed commands |
| Secret | Full version | Destroy the CD | Full version also adds an endless mode |
A complete Suzy Says! walkthrough should leave you with a reliable route, not a lucky clear. Once you know the object locations and the prefix rule, the run becomes a test of attention. If you want more practice after the first clear, use the Full version’s endless mode to sharpen your reaction to mixed commands.
FAQ
How long does a Suzy Says! walkthrough take?
About 17–20 minutes for one run. Replays for endings add time, but the game is short enough to restart after a messy section. Keep the route from the mat to each object in mind, and the second run will be much faster.
Do I follow every instruction Suzy gives?
No. Only obey commands prefixed with “Suzy says.” A bare “jump on green” or “look at the window” is bait. This is the core rule of every Suzy Says! walkthrough, and it matters more than speed.
How many endings are there?
Three: Bad, True, and Secret. The Secret ending is included in the Full version. The base run can still deliver the Bad and True outcomes, so a clean playthrough is worth finishing before you chase the hidden route.
How do I unlock the Secret ending?
Use the Full version and destroy the CD. That is the known method for the hidden outcome. If you are chasing a clean completion first, finish the main run and the final scavenger hunt before testing the CD interaction.
Related Guides
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.
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.