[ivory-search id="137303" title="AJAX Search Form"]

Bye Sweet Carole Walkthrough Chapter 6 & 7

bye sweet carole walkthrough

Welcome to our walkthrough for Bye Sweet Carole. This walkthrough will cover the events in chapters 6 and 7 and will guide you through the solution to every puzzle.

After escaping the cave with Mr. Baesie’s help, Lana eventually finds herself back at Bunny Hall. The orphanage is buzzing with excitement from the news of the grand ball. But for Lana, figuring out the whereabouts of her friend is what matters the most.

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

NOTE: We used a Dualsense controller for our playthrough.


Chapter 6: A New Era

The Dance Performance

Chapter 6 starts with a lengthy cutscene. You meet Lord DeWitt, who delivers news about a ball that the nobles and royalty from all over the regions will attend. To help the girls prepare for the dance, he also gifts an automaton.

The cutscene ends with Miss Hinman calling Lana over to demonstrate her dance skills.

This is a straightforward rhythm segment where you have to press a button on the controller when it enters the action area. Keep pressing the prompted buttons to complete the first segment.

After that, there’s a solo segment where you’ll see a sequence of buttons on the right as the automaton dances.

When it’s your turn, press the buttons in the correct sequence to complete the segment.

Once the segment ends, there’s another cutscene where Lana chases after the mysterious boy Marcel.

In the next room, Lana sees Marcel go up the floor using a ladder. But he also pulls up the ladder so that Lana can’t chase after him.

You’re reunited with Mr. Baesie, and together you need to figure out how to bring down the ladder.

The Generator Room

Move left, and up the stairs, and enter through the last door on the left.

You’ll enter a large room with the generator A right next to the door. Note that the light is turned on, which means the generator is powered.

There’s a narrow passage on your left, but it’s too small for you to go through using your bunny form. You’ll also spot a dumbwaiter next to generator A.

There’s a pressure plate on the right that opens a passage on the top-right section of the area when you stand on it.

Stand on the pressure plate as Mr. Baesie.

Switch to Lana and turn into your bunny form. Vault over the wall on the right and enter the pipe. Head through it to drop down to the other side of the wall.

Jump between the walls on the right to reach the upper floor. You’ll spot another generator A on your right, and like the last one, this is powered. On the left, you’ll see a lever that can be switched between A and B.

Keep the lever at A and head left, jumping over the big press machine. You’ll find the switch for the dumbwaiter just past the machine.

Switch to Mr. Baesie and turn into the head form. Get into the dumbwaiter.

Switch back to Lana and activate the dumbwaiter’s switch to bring Mr. Baesie to the upper level.

Stand in the middle part of the press with Baesie’s head. Then switch to Lana and stand at the top section of the press to squish Baesie’s head.

Switch back to Mr. Baesie and drop down the opening on the left. Head through the passage on the left.

You’ll find a generator B on the other side of the passage. There are also a few breakable crates up ahead.

Wait for Baesie’s head to return to normal, and then press Circle to transform into his human form. Break the crates on the left using R1.

Up ahead, you’ll spot a door, a crank, and another dumbwaiter. But these are not powered.

Switch back to Lana and head right, towards the lever. Flip it to the B position to divert power to the generators on Mr. Baesie’s side.

You’ll see a short cutscene where one of the two generator B’s gets powered. But the one that you saw as you came out of the passage shorts out.

As Lana, head left and drop down. Make sure you’re in your bunny form as you fall. Go out through the door.

Go right and enter through the other door here. It was blocked earlier. But since Mr. Baesie broke the crates, you can use it now.

As Lana, grab the crank.

Switch to Mr. Baesie, turn into his head form and hop into the dumbwaiter.

Switch back to Lana and rotate the crank to send the dumbwaiter up to the second generator B. Unlike the generator B on the lower floor, this one is surging with electricity.

Head towards the generator and press Square to switch to Baesie’s electrified state.

Drop down from the left side and interact with the generator B on the right. This will give it just enough juice to power on.

With both generators powered, the puddles of water on the left get electrified due to the hanging wires. So Lana can’t reach the other side. Get on the dumbwaiter again and send Baesie’s head to the upper level.

Jump to the platforms on the left to lift the wires out of the water using Baesie’s head.

Switch back to Lana and head all the way to the left side of the room.

Switch back to Baesie’s head and rearrange the platforms as shown in the image above. This will cause a hanging handle to drop on the left side of the room, where Lana is standing.

Get on the wooden crate as Lana. Press Square to jump up and grab the handle. This will cause the ladder that Marcel pulled up to drop back down.

Rearrange the platforms so that the puddles aren’t electrified, and exit the area through the door with Lana.

Head right and run towards the ladder. However, as soon as you reach the clock, a cutscene will trigger, and the chapter will end.


Chapter 7: A Quirk of Time

bye sweet carole walkthrough

Bunny Hall’s Future

When the cutscene ends, Lana finds herself in a desolate, run-down room. Head left and vault over the burnt furniture.

Up ahead, you’ll see a crate on the ground and a hanging handle above you. Push the crate to the right to position it under the handle. Then get on the crate and activate it.

This unlocks the air vent on the left. Push the crate all the way to the left and climb through the vent in your bunny form.

This takes Lana to the future version of the science classroom. It’s clear that Lana is in the future.

Take a few steps forward and inspect the vase on the floor.

Continue heading left, through a small passage in your bunny form. You’ll see a pressure plate on the other side. Standing on it brings a small elevator on the left.

Jump to the left to get on the elevator before it heads back up.

Go right once at the top and interact with the lamp to collect the Light Bulb. Drop down on the right and return to the main room through the air vent.

Head right and jump on top of the burnt furniture. You can press X to reach the upper platform.

Head right and jump on the platform above you.

Head left and pick up the item stuck on the rope to collect the Quadrangular Crank.

Drop down from the right, and continue moving forward to slide down the slope.

You’ll land in front of a broken grandfather clock. Lana says that the clock is responsible for sending her to the future. So you need to figure out a way to reactivate it.

After the short cutscene, go right and pick up the item on the ground up ahead to collect the Bolt Cutter.

Interact with the switch to drop a stone block attached to a rope on the left. This is a lift. Get on it before it goes back up.

This takes you to an old mailbox you can use to save the game.

Once the lift goes back down, jump to the right to reach another platform. Head through the large pipe in your bunny form.

You’ll reach another room with two pipes spewing sludge to the ground. Carefully make your way across when the sludge stops flowing.

Continue heading right and shimmy across a long ledge.

On the other side, you’ll see a ladder and a paper on the bookshelf.

Interact with the paper and pick it up. As soon as you do so, you’ll see a cutscene of a gear falling through the floor.

Grab the ladder and go down to reach the lower floor.

Pick up the Damaged Gear on the ground. Inspect the wooden floor up ahead to learn that something heavy should be enough to break it.

Return to the grandfather clock and use the Damaged Gear with it.

Interact with the clock afterward to trigger a short cutscene.

Bunny Hall’s Past

As you travel through time again, you land in a past version of Bunny Hall. It seems that the damaged gear isn’t enough to return you to your timeline.

NOTE: You can now interact with the clock to switch freely between the two timelines.

As you take a few steps after the cutscene, a yellow cloth drops from the ceiling.

Head down the stairs on the left. You’ll see the cloth transform into the hunter of this area. The door on the left is locked.

Run right, past the stairs, to find a hiding spot where you can wait out the hunter.

Return to the clock and take the stairs leading up on the left. Go through the door to reach a classroom.

Inspect the table to collect the Science Classroom Key. You’ll also learn that in this timeline, Miss Fisherin is still a student and it’s the day of her science exam.

Keep walking left to find a locked cage. Use the Bolt Cutter to cut it open. Pick up the item inside to collect the Small Seeds.

bye sweet carole walkthrough

A few steps past the cage, you’ll see a panel with a missing crank. Try using the Quadrangular Crank with the panel. You’ll learn that you need a crank with a hexagonal base. Exit the classroom.

bye sweet carole walkthrough

Head for the locked door in the bottom left area of the clock. Use the Science Classroom Key to open the door and go inside.

bye sweet carole walkthrough

As soon as you enter the room, you’ll find three cranks on the wall. These cranks rotate the three spotlights hanging on the track above the room. Note that the middle spotlight is missing a light bulb.

Rotate the cranks so that the middle spotlight is hanging over the table on the left side of the room.

bye sweet carole walkthrough

As you take a few steps forward, the hunter comes into the room. Use the locker to hide and wait for the hunter to go away.

bye sweet carole walkthrough

Continue heading left, and use the Small Seeds with the vase up ahead.

bye sweet carole walkthrough

Keep going left and inspect the beakers on the table. You’ll learn that there’s a beaker missing from the table. Also note the drawing on the chalkboard on the left.

bye sweet carole walkthrough

Climb on the table and use the Light Bulb in your inventory with the spotlight.

bye sweet carole walkthrough

Drop down to the other side of the table on the left. Inspect the chalkboard.

bye sweet carole walkthrough

Go left in bunny form through the fireplace and jump between the walls to go up.

bye sweet carole walkthrough

Jump across the two platforms and pick up the vial to collect the Red Chemical Element.

bye sweet carole walkthrough

Drop down from the left. Before you leave the room, rotate the cranks so that all the spotlights are shining directly at the vase with the seeds. Head out through the door to return to the room with the clock.

The Library Of the Past

bye sweet carole walkthrough

Now that you’ve covered both floors on the left, head to the room in the bottom-right section of the area to reach the library.

As soon as you enter, a letter flies in and lands on your hand. Continue heading right. You can inspect the bookshelves if you want, as you go.

Vault over the half bookcase up ahead and inspect the fireplace twice to collect the Small Hexagonal Base.

bye sweet carole walkthrough

Combine the Small Hexagonal Base with the Quadrangular Crank in your inventory to create the Hexagonal Crank. You will need this to activate the panel in the top-left room.

bye sweet carole walkthrough

Move forward and climb up the ladder to reach the second floor.

bye sweet carole walkthrough

There’s a crank on the left, but you can’t move it because of the rust. To fix that, you need to create a chemical solvent.

Head right, and the hunter will start chasing you again. You can run to the entrance of the library and use the hiding spot nearby to get rid of the hunter.

bye sweet carole walkthrough

Return to the second floor and drop down the opening on the right.

bye sweet carole walkthrough

Move forward to find a large bookcase that you can push. Note the floorboard ahead of the bookcase. This will remind you of the damaged floorboard that you saw in the future version of the library.

bye sweet carole walkthrough

Switch to Lana’s human form and push the bookcase all the way to the right. You can then climb the bookcase to jump to another platform above.

Interact with the geographical map and then pick up the item from the shelves to collect the Yellow Chemical Element.

bye sweet carole walkthrough

Drop down to the lower floor, and this time, push the bookcase over the damaged floorboard.

bye sweet carole walkthrough

Exit the library and return to the top-left room from the clock. Use the Hexangular Crank with the panel and rotate it so that the cage on the left falls to the ground.

bye sweet carole walkthrough

You’re pretty much done with the past for now. Interact with the clock to return to the future.

Moving Through the Timelines

bye sweet carole walkthrough

As soon as you go back to the future, you’ll see a short cutscene of the bookcase breaking the damaged floorboards.

bye sweet carole walkthrough

Head up and then right, through the pipe to reach the location.

bye sweet carole walkthrough

Drop down through the hole. Interact with the shards of broken glass on the ground to collect the Shattered Beaker.

bye sweet carole walkthrough

You can spot a one-eyed exploding monster on the ceiling. Go left and quickly back away to make the monster fall and explode. There’s another one up ahead. Repeat the same steps and continue heading left.

Mantle over the platforms on the left to reach a small room. Interact with the sacks to pick up the Plant Fertilizer.

bye sweet carole walkthrough

Return to the clock and interact with it to get back to the past. As soon as you do so, check your inventory to see that the Shattered Glass has turned into a Whole Beaker.

bye sweet carole walkthrough

Return to the science classroom in the bottom left section. Use the Plant Fertilizer on the vase.

bye sweet carole walkthrough

Then move forward and use the Whole Beaker with the table with the beakers. Return to the clock and go back to the future.

bye sweet carole walkthrough

In the future bunny hall, make your way back to the classroom that you entered through the air vent.

This time, there’s a large tree here. Climb up the tree to see where it leads.

bye sweet carole walkthrough

You’ll end up in the future version of the classroom on the second floor.

bye sweet carole walkthrough

Inspect the chalkboard on the left. This, combined with the drawing on the chalkboard in the past, gives you the complete formula for the chemical.

bye sweet carole walkthrough

Head left, past the chalkboard, to find a cage with a rotten rabbit trapped inside. The rabbit is sleeping, so you can climb up the cage safely. If the cage was lifted in the past timeline, the rabbit would be awake.

bye sweet carole walkthrough

From the top of the cage, jump right to reach the platform above.

Run to the edge of the platform and jump to reach a satchel. As you drop to the ground, you’ll get the Blue Chemical Element.

bye sweet carole walkthrough

Return to the past using the clock and interact with the table with the beakers in the science classroom.

bye sweet carole walkthrough

This brings up a puzzle window where you need to mix the different elements in three glass beakers to create the required solvent.

The solution to this puzzle is shown on the chalkboards in the past and future timelines. Check the table below to see how to arrange the elements in each beaker:

Beaker 1Beaker 2Beaker 3
Blue BlueYellow
YellowYellowYellow
Yellow BlueRed
RedYellowBlue

After inserting the chemicals, press Triangle to create a solution and collect the Chemical Solvent.

bye sweet carole walkthrough

With the solvent in hand, return to the Library, go across the half-bookshelf, and climb the ladder. Use the Chemical Solvent on the crank to dissolve the rust.

bye sweet carole walkthrough

Rotate the crank counterclockwise to move the small bookshelf all the way to the left.

bye sweet carole walkthrough

When done, head left, climb over the two bookcases, and drop down on the left.

bye sweet carole walkthrough

Interact with the clock to collect the Intact Gear.

bye sweet carole walkthrough

As you start heading back the way you came, the hunter barges in again. By now, you should be able to hide from it safely.

bye sweet carole walkthrough

Use the Intact Gear with the grandfather clock to return to your present timeline.

bye sweet carole walkthrough

Go right and climb up the ladder to trigger a cutscene and complete the chapter.


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

If you’re looking for more interesting articles on indie games, click the links below: 

Share By

Related Posts