Routes and edition access

There are three useful outcomes to distinguish in the reviewed material: the main symbols conclusion, breaking the DVD before playing, and interrupting the running DVD through the radio’s colour sequence. These are descriptive route names. The game’s end cards shown in the footage say “THE END,” rather than presenting a complete labelled ending gallery.

MOONBIT’s official listing specifically includes a Secret Ending and Endless Mode in Full. Use Full if you want the developer-advertised secret content. The footage does not establish a definitive total of all possible fail states or prove that every route is available in the basic archive.

OutcomeWhat leads to it in footageWhere to look
Main conclusionFinish house tasks, place four candles, follow the symbols instruction.CatPlay 15:16–16:50.
Early DVD breakHold the DVD during setup and complete the snap objective.FusionZGamer 23:13–23:37.
Radio interruptionHear the living-room radio code, use the mat sequence, interact with the ERROR screen, then break the DVD.RUSH PLAY 1:15–3:12.
Failed roundAccumulate three pink X marks; a scare follows in the reviewed Endless sequence.FusionZGamer 23:45–24:30.

Sources: MOONBIT: official Suzy Says! listing; CatPlay: Suzy Says! playthrough; FusionZGamer: Suzy Says! playthrough; RUSH PLAY: radio code and ending showcase

The main symbols conclusion

Major story spoilers follow in this section. Complete the regular house errands, survive the hiding sequence and bring all four candles to the mat. The walkthrough gives the four landmarks and delivery checks. At about 16:11 in CatPlay’s recording, Suzy instructs the player to look at symbols on her screen.

The TV changes to red imagery with a dark symbol. The viewpoint then moves into a black space with a small CRT ahead. Its screen shows the familiar purple bedroom from outside the player’s previous viewpoint. Mom can be heard arriving home and calling for her child, but the player is no longer moving normally through the house. The recording proceeds to an end card with a score of 204.

The scene suggests that the player has been separated from the ordinary house and trapped on the other side of the television. That is an interpretation of the viewpoint and dialogue, not a developer-confirmed account of a soul transfer or body swap. The reviewed sequence does not identify the uncle as a villain or explain the tall figure’s full origin.

Other videos show a different score at completion. Do not use 204 as an unlock threshold: it is the score displayed in this one run, not a stated condition for seeing the conclusion.

Suzy appears on a CRT television and DVD player in a purple bedroom.
The interactive DVD on the bedroom television. Official image © MOONBIT

Sources: CatPlay: Suzy Says! playthrough; PhoneInk: Suzy Says! ending compilation

Breaking the DVD during setup

FusionZGamer’s recording contains an early-stop route after returning to the game setup. The player takes the game to the bedroom, unpacks it and reaches the disc stage. At about 23:20, the disc is held in front of the dark TV; by 23:22, the objective explicitly asks for the DVD to be snapped.

  1. During the setup stage shown in the video, take the disc from the unpacked bedroom set instead of starting Suzy’s programme.
  2. Check your own objective. The documented branch shows a snap-the-DVD instruction while the disc is held.
  3. Complete that on-screen action. The footage fades to black, then shows an end card at about 23:33 with a score of zero.

Sources: FusionZGamer: Suzy Says! playthrough; PhoneInk: Suzy Says! ending compilation

Why that prompt may differ

This route is also visible in PhoneInk’s ending compilation, but neither recording proves that a fresh basic-version save always offers the same prompt. FusionZGamer had already completed the main story earlier in the upload. The footage therefore supports the action and result, while leaving first-run availability and prior-save requirements unresolved.

The official comments include a player reporting unexpected snap objectives on replay. If your setup still asks you to insert the disc, do not assume that reinstalling, deleting saves or pressing a guessed hidden key is required. The radio branch below has a separately documented in-game interruption sequence.

Sources: FusionZGamer: Suzy Says! playthrough; PhoneInk: Suzy Says! ending compilation; Player reports on the official game listing

The radio and six-colour code

The radio is a black-and-silver set on a wooden cabinet in the living room, next to a potted plant. It is separate from the pink radio on the bedroom dresser. MOONBIT’s own hint directs players to the living-room radio and recommends listening when opportunities arise.

The following disclosure contains the code, the observed TV response and the remaining steps. RUSH PLAY’s video shows the radio interaction and the input sequence together, so this is more than a standalone transcript clue.

Reveal the radio code and DVD steps

The six-colour sequence

Red → Yellow → Red → Green → Blue → Yellow

At 1:46 in RUSH PLAY’s recording, the living-room radio’s subtitles give these six colours. The radio is on the wooden cabinet beside a plant, rather than the bedroom’s pink music player.

  1. Start the DVD and reach Suzy’s introduction to the mat game. In the showcased run, the player then visits the living-room radio.
  2. Interact with the radio and listen through its warnings to the six-colour message. Return to the bedroom mat.
  3. Jump on the mat colours in the radio’s order: red, yellow, red, green, blue, yellow. This is the secret input, separate from following ordinary commands.
  4. Suzy protests during the input. Continue the demonstrated sequence. At about 2:52 the TV changes to a red ERROR screen.
  5. Approach the ERROR screen and use the mouse interaction. The programme stops and the disc is retrieved.
  6. Follow the displayed DVD-breaking objective. The recording fades to an end card at about 3:10, with a score of one.
Watch the radio-to-DVD sequence from 1:15

What to check in your own run

Full officially includes a Secret Ending. This video documents a successful input and its response, but does not expose its earlier save history or build. If the ERROR response does not occur, record your edition, stage and input instead of deleting saves or assuming a different code. Whether listening sets a required flag is untested.

Read MOONBIT’s original radio hint

Sources: MOONBIT’s living-room radio hint; RUSH PLAY: radio code and ending showcase

What the radio route establishes

In RUSH PLAY’s showcase, the radio is visited shortly after Suzy’s introduction, before the ordinary house errands shown elsewhere in the upload. After the code is used, Suzy visibly reacts, the running programme switches to an ERROR display and the player retrieves the disc. Breaking it ends that sequence with a score of one.

The score of one and the ERROR response distinguish this recording from the early break shown at zero points. They are observations, not an official naming scheme for “good,” “bad” and “secret” endings. A video title using those labels is not the same as an in-game route list.

The earlier save history and build are not shown. We have not established whether hearing the radio is itself an unlock flag, whether typing the colours without listening works, or exactly when the code is accepted on every version. Follow the demonstrated context first; do not add a candle-order requirement that the source does not show.

Sources: RUSH PLAY: radio code and ending showcase; FusionZGamer: Suzy Says! playthrough

Endless Mode and failure

Full’s Endless Mode is a separate advertised feature. Near 23:45 in FusionZGamer’s video, the menu has a circular-arrows icon between Play and Settings. The following sequence starts directly in the bedroom with a score counter at the top right and ordinary instructions.

During that recorded attempt, mistakes fill three X indicators pink. The third is followed by a scare and the attempt ends. Treat that as a failed round, rather than proof of an extra formally named story ending. The footage documents that failure sequence; it does not establish a maximum score, global leaderboard, achievement list or exact score formula.

For another attempt, return through the game’s available menu controls. This website’s reading checklist only stores which guide chapters you marked as read; resetting it has no effect on the game’s saves, modes or endings.

Sources: MOONBIT: official Suzy Says! listing; FusionZGamer: Suzy Says! playthrough

Story clues and open questions

The kitchen note gives the DVD a mundane route into the house: the uncle found it at work and sent it over. Suzy’s knowledge of the sunflower painting, duck and fridge drawing then breaks the boundary between a prerecorded children’s game and the real rooms around the player. The changed drawing, visitor, failed phone call and search sequence escalate that same threat.

The radio warnings offer a way to resist the DVD rather than complete Suzy’s final task. The candle-and-symbol route instead follows her instructions all the way into the black TV space. This contrast explains why the branches matter without inventing an off-screen history.

The game footage reviewed here does not settle Suzy’s original identity, the uncle’s knowledge, the identity of every figure in the disturbing imagery, or the exact nature of the dark entity. Claims that a particular person murdered Suzy or deliberately cursed the child need additional evidence and are not treated as established lore in this guide.

Sources: CatPlay: Suzy Says! playthrough; RUSH PLAY: radio code and ending showcase

Sources & evidence

Checked 15 November 2026. Game build numbers were not verified. No hands-on game testing is claimed. Video evidence means transcript and task-sequence frame review, not continuous viewing of every run.

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