Commands Cheat Sheet
Suzy gives around twenty different orders over a story run. They fall into four families: mat jumps, look commands, house errands and the few lines that decide how the story ends. This cheat sheet lists every one with the key you need and the room it sends you to. Remember the golden rule: only obey a line that starts with "Suzy says".
Every command below can also arrive as bait without the prefix. In that case the right answer is to do nothing.
Mat Jumps
| Command | Key | Notes |
|---|---|---|
| Jump on red | Space | Land in the middle of the pad |
| Jump on green | Space | Often the first bait without the prefix |
| Jump on blue | Space | Return to center after each jump |
| Jump on yellow | Space | Easy to miss when coming from red |
| Come back to the mat | W, A, S, D | Ends every errand |
Look Commands
| Command | Input | Notes |
|---|---|---|
| Look at me | Mouse toward the TV | Keep still afterwards |
| Look at the floor | Mouse down | Often paired with a bait line |
| Look at the ceiling | Mouse up | Arrives after the phone call |
| Look at the window | Turn toward the window | Repeats in the door chapter |
| Look behind you | Turn around | Comes before closing the door |
| Look at these symbols | Face the screen | Final command of the story |
House Errands
| Command | Room | Input |
|---|---|---|
| Touch the sunflower painting | Living room | Walk close, left click |
| Touch the rubber duck | Bathroom | Walk close, left click |
| Touch the drawing on the fridge | Kitchen | Walk close, left click |
| Crouch down | Anywhere | C |
| Jump on the bed | Bedroom | Space, aim for the center |
| Jump on the couch | Living room | Space |
| Bring me four candles | Around the house | Left click to carry and place |
Room locations are described on the house map.
Commands That Decide the Ending
- Close the front door. Keeps the special friend out. Opening the door instead leads to the Bad Ending.
- Hide. Starts the stalking sequence. Being seen also ends the run badly.
- Look at these symbols. The final order. Obeying it brings the True Ending.
The Secret Ending is the exception, because it is not triggered by a command at all. It comes from destroying the DVD in the Full version; see the secret ending guide.
How to Spot Bait
Bait lines are identical to real ones except for the missing name. Suzy uses them most often in three situations: right after several real orders in a row, during look commands when your camera is already moving and during errands when you are eager to get back to the mat. Slow down in exactly those moments.
When she catches you, she usually points out that she never said "Suzy says". Take it as a hint about which situation you fell for.
Commands by Chapter
The story introduces command families one at a time. The opening is all mat jumps, which teach the four colors and the habit of returning to the center. Bait without the prefix appears soon after, together with the first look orders. Once those are familiar, Suzy starts the errands: the painting, the duck and then the fridge drawing, each one taking you a little further from the television.
The middle of the story mixes everything. Look commands arrive during errands, the door chapter adds closing the front door and looking behind you, and the phone call breaks the rhythm. The late game brings the hide, the furniture jumps and the candle hunt, before the final look at the symbols closes the story.
Learning the order matters less than learning the families. If you can recognize a jump, a look and an errand instantly, the prefix check becomes the only thing you need to think about.
Keys Summary
| Action | Key |
|---|---|
| Move | W, A, S, D |
| Look | Mouse |
| Jump | Space |
| Crouch | C |
| Interact | Left click |
Subtitle Languages
Commands are spoken in English, with subtitles in Spanish, Brazilian Portuguese, Russian, Chinese and Japanese. The prefix rule works the same in every language: look for Suzy's name at the start of the subtitle. If you play with subtitles in another language, learn how "Suzy says" appears in it before your first run.
Using This Sheet
Keep this page open on a second screen during your first run, or read it once before starting. For the order in which these commands arrive, follow the walkthrough. For the score mode where they arrive at random, see Endless Mode. If an order you followed correctly was not counted, the bug fixes page can help.
How many commands are there?
About twenty different orders appear in a story run, plus their bait versions without the prefix.
Do commands change between runs?
The story follows the same chapters each time. Endless Mode mixes orders in a less predictable way.
