House Map
The whole of Suzy Says! takes place in one family home. It is small, but every room plays a part: an errand, a scare, a candle or a place to hide. Knowing the layout before Suzy starts sending you around makes the late game much easier. This page goes through each room, what happens there and what to watch for.
Rooms at a Glance
| Room | Key objects | Commands and events |
|---|---|---|
| Living room | TV, DVD player, mat, sunflower painting, couch, radio, clock, board game | Color jumps, look orders, couch jump, final ritual |
| Kitchen | Fridge with drawing | Touch the drawing |
| Bathroom | Rubber duck | Touch the duck |
| Hallway and front door | Front door, window | Close the door, look behind you |
| Bedroom | Bed | Jump on the bed |
Living Room
The living room is the center of the game. The CRT television stands here with the DVD player beneath it, and the four-color mat lies in front of the screen. Nearly every chapter starts and ends here, because Suzy keeps calling you back to the mat.
The sunflower painting is the first touch errand. Walk right up to it, since touches from a distance often do not count. The couch is used for a jump command late in the story. The radio, the clock and the board game also sit here. The radio is tied to the secret ending, while the clock and board game reset if you fail during the candle section.
At the end, this room becomes the stage for the ritual: four candles on the mat, symbols on screen and the final command.
Kitchen
The kitchen holds the fridge and the family drawing taped to it. The picture shows the child and Mom, and when Suzy sends you to touch it you see a dark shape that was not there before. It is the clearest early warning about the special friend.
The kitchen is also worth remembering for the hide sequence, since it is close to the living room and gives quick access back to the mat.
Bathroom
The bathroom is the first room outside the living room that Suzy sends you to. Your errand is to touch the rubber duck. It is a simple trip, but it teaches you the route through the hallway, which you will need later. Wait for "come back to the mat" before returning.
Hallway and Front Door
The hallway links the rooms, and the front door at its end is the most dangerous spot in the house. After Suzy mentions her special friend, the door becomes the focus of the scene. Close it when told to. Opening it lets the creature in and ends the run with the Bad Ending.
The window near the hallway is part of several look commands. Expect Suzy to pull your attention there while other orders arrive, so read each line before turning.
Bedroom
The bedroom contains the bed used for a jump command in the late game. Aim for the middle of the mattress. Players report that edge landings sometimes fail. The bedroom is also a common candle location and a reasonable hiding area if you keep a wall between yourself and the door.
Hiding Spots for the Hide Sequence
- Stay behind solid walls, not in doorways or open halls.
- Corners of side rooms are safer than spots with a view of the hallway.
- Do not move while the creature is close; footsteps tell you where it is.
- If everything away from the TV is pitch black, restart the game; see bug fixes.
Candle Route Tips
The four candles are spread around the house. Carry them one at a time and confirm each placement on the mat. A good route goes from the farthest room toward the living room, so each return trip is shorter than the last. Place each candle well inside the mat rather than on its edge, which avoids the reported problem with the fourth candle.
If you die here, the section resets, so a steady pace is better than a fast one. The full order of events is in the walkthrough.
Learning the Layout Early
The calm opening is the best time to study the house. While Suzy is still giving color jumps, turn slowly between commands and note where each doorway leads. When the errands start, you will already know the shortest path, and when the lights fade during the hide you will know where the walls are without seeing them.
How the House Changes
The house does not stay the same. Lights fade, drawings change and the phone rings once Suzy's special friend is on its way. These changes are signals that the story is moving to its next stage. Players who look around between commands catch them early. For what they mean, see story and theories.
Is the house the same in Endless Mode?
Endless Mode focuses on the mat and the television rather than the house errands; see the Endless Mode page.
