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Bye Sweet Carole Walkthrough Chapter 3

bye sweet carole walkthrough

Welcome to our walkthrough for Bye Sweet Carole. At the end of Chapter 2, Lana Bennet got saved from Mr. Kyn by a mysterious man with an umbrella. But as Lana gets dropped, she finds herself transformed into a little bunny.

This chapter introduces new gameplay mechanics and new horrors as you move toward unraveling more of the mystery.

For more information about Bye Sweet Carole, check out their official website here. 

NOTE: We used a Dualsense controller for our playthrough.


A New Form & An Unlikely Ally

bye sweet carole walkthrough

The chapter starts with Lana landing in the attic. Now transformed into a little bunny, you need to figure out a way to get back to your human form.

bye sweet carole walkthrough

After the cutscene, start heading left. Jump over the crate. Note that there’s a hanging handle above you, but you can’t reach it in your bunny form.

bye sweet carole walkthrough

You’re now small enough to crawl through the tunnel in the wall on the right.

bye sweet carole walkthrough

On the other side of the tunnel, jump between the walls by pressing X to climb up.

Drop down to the right. There’s a button here near a red wall lamp. This button activates the dumbwaiter, but you have to restore the power first.

Take the stairs on the right to head down. You’ll find the headless body of the guy who rescued you at the end of the previous chapter.

Talk to him. This is Mr. Baesie, who guards the kingdom of Corolla, and he refers to you as the Princess of Corolla. He asks you to help find his head and umbrella. Afterward, he hands you a red ribbon that transforms you back into a human.

From this point on, switch between your bunny form and human form by pressing the Circle button. In bunny form, you can jump higher, run faster, jump between walls, or fall from greater heights. But you’ll still need to be in human form to activate different machines, such as the hanging handles.

After talking to Mr. Baesie, head left past the staircase and use the lever to restore power to the dumbwaiter upstairs.

Escaping the Attic

Once the power is restored, head up the stairs and press the dumbwaiter button.

It’ll drop a barrel on the left side of the lower floor.

Now return to where the chapter began on the left side of the attic. You’ll have to use your bunny form to crawl through the passage. Get on the crate and transform back into a human. Then use the Hanging Handle above you.

This will cause a bit of water to leak out, but nothing else happens at the moment.

Return downstairs and head left, past Mr. Baesie. You’ll find the barrel that you dropped using the dumbwaiter on the ground. Use R1 to kick it all the way to the left.

This will activate a lever that drops a crate behind you.

Push the crate to the left and position it right under the hanging handle.

Get on the crate and use the hanging handle. This will cause water to burst out of the pipe and open an air vent.

Transform into your bunny form and press X to reach the vent and crawl through it.

Hunter in The Kitchen

Escaping through the air vent brings you to a kitchen. You’ll find Mr. Baesie’s head locked in a cage nearby. But before you can look for the key, Miss Fisherin barges in.

Miss Fisherin is your first encounter against a Hunter in Bye Sweet Carole. These enemies respond to noise and will actively hunt Lana. You need to hide and hold your breath to escape them.

As you move, you’ll notice that some of the utensils start to shake. If you’re running past them, these utensils can fall and break, causing Miss Fisherin to come and investigate.

You’ll also see some bells that you can ring to lure the enemy to your location. This can be useful when you’re trying to access an area where the hunter is currently patrolling. There are also several hiding spots in each area where you can press Square to hide. If the Hunter gets close to you, you’ll have to hold L2 to hold your breath until the Hunter passes.

Use the bell on the left side of the room (where you start), and head right in your bunny form. Wait for Miss Fisherin to pass you by and keep moving forward.

You’ll see a key on the kitchen countertop. Pick it up to collect Miss Fisherin’s Roomkey. This’ll come in handy later.

Continue moving right. On the eastern side of the kitchen, you’ll see a pipe with a control panel. Inspecting it tells you that the crank is missing. Head through the door on the right.

The Elevator Room

You’ll arrive at the upper floor of a room. There’s a bell and a hiding spot immediately up ahead. You’ll also see an elevator and a panel beside it. The elevator isn’t powered.

Continue moving forward. You’ll spot a door on the right, and a set of stairs leading down. Let’s head down first.

Downstairs, there’s a door on the left. Go right instead, past the stairs, to spot a meat grinder. You can’t use it yet since there’s no electricity. Inspecting the meat grinder reveals that there’s an object stuck in the machine.

Go left now towards the door on the lower level. It’s locked. Use Miss Fisherin’s Roomkey to unlock it and head inside.

Miss Fisherin’s Room

After entering the small room, head left towards the windows. Note the hiding spot beside the bed.

Inspect the table and pick up the item to collect the Tinderbox. Also, inspect the panel beside the table. Lana will tell you that there’s a letter inside.

As you turn around and are about to leave, the ink pot from the table falls and breaks. Quickly hide in the spot beside the bed and hold your breath until Miss Fisherin leaves.

Inspect the ink that spilled on the floor. You’ll notice that the ink pot is using invisible ink that reveals itself “when exposed to strong heat sources.” Exit the room.

This time, Miss Fisherin will be patrolling the elevator room. So wait for her to pass away and exit through the right-side door on the upper floor.

The Boiler Room

This brings you to the boiler room. Head right, and drop down.

There’s a small passage on the left past the large cabinet. Drop down through it.

Head left and pick up the Coal.

Head back the way you came and go right. You’ll find an old mailbox to save your game.

Just past the old mailbox, there’s a boiler. If you try to rotate the crank, nothing happens, since there’s no power.

Use the Coal with the Boiler and light it up using the Tinderbox.

Then, interact with the crank on the boiler machine and rotate it clockwise. This will divert power to the upper section of the room and open a gate on the top-right.

Transform into a bunny and jump the gap on the right. You’ll see a panel here, but you can’t open it yet unless you route the power to it.

Continue moving right and climb up the furniture to reach the upper floor.

Head through the open gate and inspect the cabinet to find the Crank. You’ll see another gate on the left, but you can’t pass through it yet.

As you head back towards the entrance of the room, Miss Fisherin will ambush you, and another hunter sequence will start. Run to the exit and head out of the room. She won’t follow you if you manage to escape before she catches up to you.

When you reach the kitchen, use the Crank you just picked up with the panel on the pipes. But you can’t use it yet since there’s no power.

Now you need to lure Miss Fisherin away to another location. We recommend luring her to the kitchen for now. Run to the left and ring the bell. Wait for Miss Fisherin to pass you by and head for the boiler room again. You could also break one of the plates or utensils to get her attention.

Finding the Cage Key

After returning to the boiler room, interact with the crank again and rotate it counterclockwise. This will route the power toward the panel in the kitchen.

Head to the elevator room and ring the bell. Then quickly hide and wait for Miss Fisherin to pass by. Then enter the kitchen.

Rotate the crank on the panel clockwise to route power to the second gate in the boiler room.

Head to the boiler room while avoiding the hunter and rotate the crank clockwise to open the first gate. Then run to the upper floor and go through the second gate quickly before it closes. Interact with the countertop to pick up the Piece of Meat.

Then head left and interact with the switch beneath the wall lamp to divert power to the panel on the lower floor, across the gap from the boiler. This will also open the second gate that closed behind you.

Head to the lower floor and pick up the key from the panel to collect the Cage Key.

As soon as you pick it up, Miss Fisherin bursts into the room again. You know the drill by now. Run for the exit before she can catch you. This time, you’re heading straight for the kitchen to free Mr. Baesie’s head.

Run toward the cage where Mr. Baesie’s head is locked up. However, when you get close, you’ll see the cage getting pulled up to the upper level.

Fixing The Elevator

bye sweet carole walkthrough

After Mr. Baesie’s Cage gets pulled up, you’ll notice a crack on the wall. There’s an item here. Go and pick it up to collect the Small Metal Part.

bye sweet carole walkthrough

Then, interact with the crank in the kitchen and rotate it counterclockwise. This will unlock the panel in Miss Fisherin’s room.

bye sweet carole walkthrough

Ring the bell on the left side of the kitchen to lure Miss Fisherin and exit the Kitchen. Make your way back to Miss Fisherin’s room.

bye sweet carole walkthrough

Pick up the item inside to collect the Stinky Letter.

Head back to the boiler room. Rotate the crank counterclockwise. This will now divert the power towards the meat grinder in the elevator room.

bye sweet carole walkthrough

Before you leave, use the Stinky Letter on the door of the boiler. This will reveal a hidden message written in invisible ink. This is the password you need to unlock the elevator later on.

Make your way to the meat grinder and use the Piece of Meat with it. Then turn the crank to dislodge the item that was stuck inside the grinder and drop it into the bucket.

bye sweet carole walkthrough

Inspect the bucket to pick up another Small Metal Part.

bye sweet carole walkthrough

Use the two Small Metal Parts with the lock in the elevator’s gate. You can now interact with the lock to access a combination puzzle. You already know the answer to it: Top Hat, Owl, Rabbit.

bye sweet carole walkthrough

Entering the correct password will unlock the gate. But you still have to divert power to the elevator.

bye sweet carole walkthrough

To do that, follow the steps below:

  • Return to the boiler room and rotate the crank clockwise to divert power to the upper floor.
  • Head to the upper floor and press the wall switch on the left.
  • Turn the crank in the boiler room counterclockwise.
bye sweet carole walkthrough

Head towards the elevator and interact with the panel. Get into the elevator to reach the upper floor.

Mr. Baesie’s Head

bye sweet carole walkthrough

The elevator takes you to a different floor of the house. Once outside, you’ll trigger a short cutscene where Lana recovers Mr. Baesie’s umbrella. Head right, to the next room, once the cutscene ends.

bye sweet carole walkthrough

You will find Mr. Baesie’s cage as soon as you enter the room. Use the Cage Key you picked up earlier with the cage to unlock Mr. Baesie’s Head.

bye sweet carole walkthrough

You can now freely switch between Lana and Mr. Baesie’s Head by pressing the Touchpad button. Mr. Baesie can jump, push objects, and switch his states temporarily to solve different puzzles.

bye sweet carole walkthrough

You’ll notice a crank next to the cage. As Lana, rotate the crank. This moves the pillars on the right and allows you to create a path through for Mr. Baesie’s Head.

bye sweet carole walkthrough

Switch to Baesie’s Head and go past the pillars. You’ll spot a switch on the wall, but you can’t reach it.

Get to the other side of the barrel up ahead, and push it under the switch. Jump on the barrel and interact with the switch.

bye sweet carole walkthrough

This causes the pillars on the left to start moving automatically. Now, as Baesie’s Head, stand under the falling pillar to get crushed.

bye sweet carole walkthrough

Go right in this state and jump onto the machine. You can squeeze through the small opening under the press.

bye sweet carole walkthrough

You’ll spot another switch. Activate it to turn on the big press machine.

bye sweet carole walkthrough

Note that there’s a hanging handle above you, but you can’t use it as Baesie’s Head. Take a few steps forward, and the Owl from previous chapters will swoop in and attack you.

bye sweet carole walkthrough

Switch to Lana and carefully make your way toward the handle. You need to be careful not to get crushed by the pillar and the press machine. Activate the hanging handle once you get past the obstacles.

bye sweet carole walkthrough

Doing so causes the gate blocking the burning passage on the upper part of the room to open.

bye sweet carole walkthrough

Switch to Baesie’s Head and run to the left side of the room. Stand on the first pillar and ride it all the way to the top.

bye sweet carole walkthrough

Jump on the passage and cross it to set Baesie’s Head on fire.

bye sweet carole walkthrough

Drop down from the right side of the passage. Interact with the garbage to set it on fire and scare off the Owl.

bye sweet carole walkthrough

Switch back to Lana and run up to the letter. Mr. Kyn will barge into the room as the chapter ends. Enjoy the cutscene.


This concludes this walkthrough for Bye Sweet Carole. For other chapters, be sure to check out our walkthrough hub for the game. 

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