How to follow this guide

The story alternates between commands at the bedroom mat and trips through the house. Follow your current instruction rather than copying every colour from a video: the ordinary commands differ between the reviewed runs. The major story landmarks are a more useful way to find your place.

This route follows CatPlay’s recorded story, with candle locations checked against FusionZGamer’s run. Each chapter below gives the target, the action and the visible or spoken cue that moves the story forward. Video times refer to the source upload, not your game clock. The ending discussion is kept on a separate page.

0 of 8 chapters marked as read

1:48
Show chapter notes

Act only on a valid prefixed command. Use Space for a requested pad jump, C for crouching, and camera movement for look tasks. The full setup and tutorial steps appear below this index.

Watch this chapter in CatPlay’s video

Evidence: reviewed task-sequence frames and transcript. This guide has not playtested the game; the video’s build is unknown.

3:34
Show chapter notes

Go to the sunflower painting near the living-room red seats and floor lamp. Approach and use its mouse prompt for the touch task. Suzy’s praise and return instruction confirm progress.

Watch this chapter in CatPlay’s video

Evidence: reviewed task-sequence frames and transcript. This guide has not playtested the game; the video’s build is unknown.

4:50
Show chapter notes

The yellow duck is on the bathroom bathtub rim. Approach and use the mouse prompt; the reference player then returns to the bedroom without carrying the duck.

Watch this chapter in CatPlay’s video

Evidence: reviewed task-sequence frames and transcript. This guide has not playtested the game; the video’s build is unknown.

6:23
Show chapter notes

Find the drawing on the refrigerator door in the checkerboard-floor kitchen. Face it for the initial look task. A later touch task uses its object prompt instead.

Watch this chapter in CatPlay’s video

Evidence: reviewed task-sequence frames and transcript. This guide has not playtested the game; the video’s build is unknown.

7:45
Show chapter notes

Close the open white exterior door beside the coat hooks and red hallway runner. Use the door prompt, then return when Suzy calls at about 8:07.

Watch this chapter in CatPlay’s video

Evidence: reviewed task-sequence frames and transcript. This guide has not playtested the game; the video’s build is unknown.

10:30
Show chapter notes

Move into the kitchen and crouch underneath the dining table. Stay low through the search until Suzy announces the player was not found at about 11:38.

Watch this chapter in CatPlay’s video

Evidence: reviewed task-sequence frames and transcript. This guide has not playtested the game; the video’s build is unknown.

15:16
Show chapter notes

Collect from the hallway cabinet by its lamp, kitchen table by the note, living-room TV stand and bathroom side table by the toilet rolls. Place one on each mat pad. The landmark checklist below gives pickup and delivery times.

Watch this chapter in CatPlay’s video

Evidence: reviewed task-sequence frames and transcript. This guide has not playtested the game; the video’s build is unknown.

16:11
Show chapter notes

After the four candles stand on the mat, Suzy gives a symbols instruction. Looking at the television advances into the main conclusion. The separate endings page explains the scene and radio branch.

Watch this chapter in CatPlay’s video

Evidence: reviewed task-sequence frames and transcript. This guide has not playtested the game; the video’s build is unknown.

Sources: CatPlay: Suzy Says! playthrough; FusionZGamer: Suzy Says! playthrough

1. Set up the DVD

The opening card places the story in October 2003, at 9:00 p.m. You have just returned from a friend’s house. The first objectives involve putting your schoolbag in your room and reading the note in the kitchen. Use the wall switches if you need light while learning the house.

The note is on the kitchen dining table. Mom says she is working late and expects to be home around eleven. There is pizza on the counter, and your uncle has sent something he found at work. The note also tells you not to open the door to strangers. These details explain the box on the living-room coffee table and make the later visitor sequence more unsettling.

  1. Find the bright Suzy Says! box on the low coffee table between the red seats in the living room. Approach it and use the displayed mouse interaction.
  2. Carry the box through the floral-papered hallway to the purple bedroom. Follow the placement marker at the bed to unpack the game.
  3. Set up the four-colour mat in front of the bedroom television. The TV displays an insert-disc screen during this stage.
  4. Take the disc from the unpacked set and interact with the bedroom DVD player. Suzy’s introduction and the instruction to get onto the mat show that the story game has begun.
The player carries the colourful Suzy Says! DVD game box through a hallway.
The mysterious DVD game arrives in a brightly coloured box. Official image © MOONBIT

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

2. Learn the prefix rule

At 1:48 in CatPlay’s video, Suzy explains that you should follow an instruction only when it includes her name and “says.” Listen to the whole line before moving. A colour mentioned aloud is not automatically permission to jump.

The practice in that run asks for red, then green, then gives a blue instruction without the prefix. Suzy uses that last example to explain the trick before asking for yellow. This is a tutorial example, not a colour password to repeat throughout the game.

Use WASD to position yourself and Space for a requested jump. The mat’s four pads are red, green, blue and yellow. For a valid look-at-Suzy command, turn towards her on the bedroom TV. For an instruction without the prefix, wait for the next line instead of performing its action.

The purple bedroom contains a television, bed and red, green, yellow and blue floor mat.
The four-colour floor mat is part of the game’s central setup. Official image © MOONBIT

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

3. Touch the sunflower painting

The first house-object errand begins at 3:34 in the reference run. The target is the framed sunflower painting in the living room, not one of the small pictures in the bedroom or hall. Leave the bedroom, follow the hallway towards the front-door area and go through the living-room arch.

Look for the yellow sunflower picture on the wall near the red seating and floor lamp. Move close enough to reveal its mouse interaction and use it. At 3:47, Suzy praises the action and tells the player to return to the mat. That spoken response is the useful completion cue; simply having the painting on screen is not the same as completing a touch command.

Walk back to the purple bedroom and resume at the mat. Later rounds reuse this painting with a look instruction, so remember both its location and the difference between looking and touching.

A living room with red seating, floral wallpaper and a television.
The house extends beyond Suzy’s colourful bedroom. Official image © MOONBIT

Sources: CatPlay: Suzy Says! playthrough

4. Find the bathroom duck

At 4:50, the task sends the player to touch the rubber duck in the bathroom. Follow the hallway past the front-door area into the short side corridor. The bathroom is the room with the toilet, freestanding tub and blue-grey tiled floor.

The small yellow duck sits on the near rim of the bathtub. Approach and aim at it; the recorded view shows a mouse prompt over the duck at about 5:01. Use that interaction, then return to the bedroom. You do not need to carry the duck back to the mat in the recorded route.

More mat instructions follow, including crouching and looking in different directions. The house becomes darker and the TV’s presentation changes, but continue checking the prefix instead of treating every alarming sound as a new objective.

Sources: CatPlay: Suzy Says! playthrough

5. Look at the fridge drawing

At 6:23, Suzy asks the player to look at the drawing on the fridge. Go through the living room into the kitchen with the black-and-white checkerboard floor. Face the paper drawing attached to the refrigerator door and inspect it at close range.

The drawing is also a story clue: the recorded image contains a tall dark figure alongside the family figures. Suzy then refers to a special friend and tells the player to return to the mat at about 6:37. The sequence resumes in the bedroom, where the footage becomes more disturbing.

Keep this initial look task separate from a later touch-the-fridge-drawing command. For the later version, use the drawing’s mouse interaction. Knowing where the paper is saves time, but the verb still determines what to do.

Sources: CatPlay: Suzy Says! playthrough

6. Close the front door

The visitor announcement begins around 7:45. Suzy says the house has a visitor and instructs the player to close the front door. This is the white exterior door beside the coat hooks and red hallway runner, not the brown bedroom or bathroom door.

Approach the open front door and use its interaction to close it. In the reference run it is shut before Suzy asks the player to come back at about 8:07. Return to the bedroom and continue the valid mat commands.

Around 9:08, Mom’s voice is heard in the telephone sequence, but the connection fails. There is a dark transition before the game continues and Suzy complains about the interruption. A brief dark story transition is therefore present in successful footage; a permanently silent, unresponsive black screen is a different symptom and belongs in the troubleshooting report.

Sources: CatPlay: Suzy Says! playthrough

7. Hide under the kitchen table

When the hide instruction arrives at 10:30, leave the bedroom and head through the living room into the kitchen. The successful position shown in CatPlay’s run is low beneath the dining table, surrounded by its legs and chairs, with the checkerboard floor visible.

Use C to crouch and move underneath the table rather than standing alongside it. Stay there through the search. A tall black figure appears near the table during the recorded scene; its appearance alone does not mean the run has failed.

Wait for the search to finish. At about 11:38, Suzy says the player was not found and moves on to the next round. Return to the mat after that response. This documents one successful hiding position; it does not establish every safe spot or an exact line-of-sight rule.

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

8. Handle the mixed commands

After hiding, Suzy mixes familiar colour and direction commands with trips to the duck, painting, fridge, bed and couch. Do not keep walking to an object just because it was the previous target. The prefix and action can change from one line to the next.

The bed is the purple bed in your bedroom; the couch is the red seating in the living room. For a valid jump-on-furniture instruction, move to the named furniture and jump onto it. For a look-at-the-painting instruction, face the sunflower picture; for a touch-the-fridge instruction, approach the paper and use its prompt.

CatPlay’s run includes a valid couch jump at 13:58, a fridge touch at 14:15 and a bed jump at 14:24. Other recordings use a different mix. These examples help identify the actions, rather than supplying a universal next-command script.

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

9. Collect all four candles

The final scavenger hunt starts at 15:16 in CatPlay’s video and 20:19 in FusionZGamer’s. Bring the white candles back one at a time and place one on each coloured circle of the bedroom mat. Approach a candle, use its mouse prompt, return while it is carried in view, then use the mat’s placement prompt.

The table below follows CatPlay’s pickup order. The kitchen table, living-room TV stand, bathroom side table and hallway cabinet are also identifiable in FusionZGamer’s recording. The rounds use different pickup and pad orders, so the numbering below is a convenient checklist, not a required ritual sequence.

StopLandmark to checkObserved pickup / delivery
HallwayCabinet under the red-curtained window, beside the table lamp outside the bedroom.CatPlay 15:23–15:25; delivered by 15:27.
KitchenDining table beside Mom’s lined-paper note; black-and-white tiled floor.CatPlay 15:34–15:35; delivered by 15:42.
Living roomTop of the small TV stand, to the right of the television when facing its screen. This is not the plant coffee table.CatPlay 15:47–15:49; delivered by 15:55.
BathroomSmall dark wooden table between the toilet and tub, beside the toilet rolls.CatPlay 16:02–16:03; delivered by 16:09.

Hallway cabinet

Window + table lamp

Kitchen table

Mom’s note + dining chair

Living-room TV stand

Beside the second television

Bathroom side table

Between toilet + bathtub

Original guide illustrations of the four candle landmarks, based on the linked playthroughs. These are orientation sketches, not game screenshots or a floor plan. Numbering and pad order are not required.

Sources: CatPlay: Suzy Says! playthrough; FusionZGamer: Suzy Says! playthrough

Check the mat before continuing

Look down after each delivery. A candle should be standing on a pad instead of remaining carried in front of you. Repeat the trip for another candle until all four circles are occupied. This visual check is more useful than repeatedly clicking the TV.

CatPlay places candles on red, blue, green and yellow. FusionZGamer’s run fills red, green, yellow and blue. Both progress to the symbols instruction. These observed orders are why this guide does not prescribe one four-colour placement code.

When the fourth candle is placed, return your attention to Suzy. Her next instruction concerns symbols on the TV. Following it leads into the recorded main conclusion; the ending page explains that scene and the separate DVD routes.

The purple bedroom contains a television, bed and red, green, yellow and blue floor mat.
The four-colour floor mat is part of the game’s central setup. Official image © MOONBIT

Sources: CatPlay: Suzy Says! playthrough; FusionZGamer: Suzy Says! playthrough

Replay and route limits

The major story stages above can be followed in the reference footage, but this guide has not reproduced them hands-on or matched every video to an archive build. Use object landmarks and the completion cues rather than assuming identical timing.

For another ending, read the DVD and radio sections before restarting. Player reports describe replay-state irregularities, including an unexpected DVD objective at the start. We have not reproduced a save reset. Keep your existing saves and record your archive filename when comparing a different route.

Sources: CatPlay: Suzy Says! playthrough; FusionZGamer: Suzy Says! playthrough; Player reports on the official game listing

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.

How we verify a guide

Keep going

How to play Suzy Says!Suzy Says! endingsSuzy Says! troubleshooting