Walkthrough
Beating Suzy Says! comes down to two things: knowing which of Suzy's lines are real and knowing what she will ask for next. This walkthrough covers the full story route, from the opening color jumps to the moment the television swallows the player, in the order the commands arrive. A typical clear takes between 17 and 20 minutes.
Real orders start with "Suzy says". Anything else is a trap, and the correct response is to stay where you are. If that rule is new to you, the beginner guide explains it in detail.
Part 1: Warm-Up on the Mat
The DVD menu opens and Suzy greets you from the CRT television in the living room. She invites you onto the mat in front of the screen. It has four pads: red, green, blue and yellow.
The first instructions are friendly color jumps, one per pad. Use them to build a mental map of the mat, since later rounds call colors back to back. The safest resting spot is the center, where every pad is one hop away.
No scares happen yet. This part only exists to teach the rhythm of the show.
Part 2: The First Bait
Once you are comfortable, Suzy starts leaving her name off some lines. A plain "jump on green" is a test, and moving fails it. She will point out that she never said Suzy says, which is the game's way of making sure you understood the rule.
She also asks you to look at her. That means turning back toward the television, and like every other command it only counts with the prefix. Keep the mouse still between orders so a stray glance does not count as a reaction.
Mistakes here lead to a scare but rarely end the run. Treat them as practice.
Part 3: Errands Around the House
The camera is no longer tied to the mat. Suzy sends you to touch the sunflower painting in the living room, then tells you to come back. Next comes the rubber duck in the bathroom, your first trip out of the room.
Walk all the way up to each object before interacting. Players report that touch commands sometimes fail when they stop a step short. Wait for "come back to the mat" rather than returning on your own.
These errands double as a tour. Note where the hallway, the kitchen and the front door are, since you will need that knowledge soon. The house map lists every room.
Part 4: Something Is Off
New orders arrive: crouch with C, look at the floor, look at the window, then touch the drawing on the fridge. The drawing shows the player and Mom, plus a dark shape that was not part of the picture before.
Shortly after, Suzy announces that a special friend wants to come over. This is the first point where the story can end early. Do not go to the front door unless Suzy tells you to, and never open it for the visitor.
Part 5: The Door and the Phone
Suzy tells you to look behind you, then to close the front door. Follow both. The camera keeps getting pulled toward the window and the floor while lines keep coming, so read each subtitle before acting.
A call from Mom comes in during this stretch. Suzy cuts it off before it can help. "Look at the ceiling" follows soon after.
Opening the door at any point here sends the run to the Bad Ending.
Part 6: Hide
"Suzy says, hide" starts the stalking section. The creature walks through the house and you must stay out of its sight until the search ends. Being spotted is the second way to reach the Bad Ending.
Choose a spot with a solid wall between you and the hallway and avoid doorways. If the rooms outside the TV area turn completely black, players say a restart fixes it; see bug fixes.
Part 7: Candles and the Final Look
The last stretch mixes jumps on the bed and the couch with the main task: "Suzy says, bring me four candles." They are spread around the house and each one has to end up on the mat.
Carry them home one at a time and confirm each placement. A death here resets the section, including the living-room clock and the board game. When all four are down, Suzy asks you to look at a set of symbols. Obey, and the player falls asleep and is pulled into the television, followed by a score screen. That is the True Ending.
Owners of the Full version can now replay for the disc ending described in the secret ending guide.
Can I skip the errands and stay on the mat?
No. The story only moves forward when you complete the real orders, including trips to other rooms.
What is the most common place to fail?
The front door and the hide sequence. Both send the run to the Bad Ending.
