Muhit Rahman lives off two things: gaming marathons and endless cups of tea. He writes guides, reviews, and occasionally forgets that real life doesn’t come with checkpoints. His favorite genres are Soulslike and Metroidvania, with Dark Souls III, Hollow Knight, and Dota 2 forever holding top spots on his all-time list.
Welcome to our walkthrough for Bye Sweet Carole. This part covers the final three chapters of the game and takes you to the epic conclusion of the story.
As the mystery deepens, Lana inches closer to the truth of what happened to her friend Carole. As she uncovers the truth, she’ll learn that not all answers lead to a happy ending.
For more information about Bye Sweet Carole, check out their official website here.
Table of contents
Chapter 8: Prey and Predators

Frank’s Cabin


The chapter begins with a lengthy cutscene at the end of which Lana and Mr. Baesie make their way back to Bunny Hall grounds. Amanda, now transformed into a bunny, has been captured by Frank, the caretaker. It’s up to you and Mr. Baesie to find and free her.

Head left to trigger another cutscene. You’ll now find yourself in Frank’s workshop. The cutscene ends with Lana picking up the Glass Object.

Once you can move, hit the switch on the left side of the door to drop a crate from above.

You’ll notice that there are two pressure plates in the room. Stepping on them activates or disables the flow of sludge from the pipes in the lower level.

On the left, you’ll notice some dry roots blocking an air vent.

There’s a furnace on the other side of the crate to the right, and a switch that’s out of reach above.

Turn into Baesie’s head form and push the crate over the pressure plate on the right.

Switch to Lana’s bunny form and get on the crate. You can jump up and right to activate the switch above. This will lower the grate on the furnace.

Switch to Baesie and push the crate all the way to the left.


Then return to the furnace and press Square to set yourself on fire. Jump on the crate on the left and jump up to reach the dry roots and burn them away. This will let you access the air vent.

As Baesie’s head, stand on the pressure plate on the left.

Switch to Lana and jump into the air vent. Press X as you’re sliding to cross the gap and land on a platform safely. At this point, switch back to Baesie’s head and step off the pressure plate.

Keep jumping across the platforms until you reach a wall and vault over to the other side. When you see sludge flowing out of a pipe up ahead, switch to Baesie’s head and step on the pressure plate on the right to stop the flow.

Continue heading right, and you’ll spot a generator that’s not receiving any power. A bit further ahead, there’s an old mailbox where you can save your game. You’ll also spot a hole above that you can jump through.

Go through the hole above to reach the upper floor. As soon as you do so, Frank will enter the room, and Lana will hide behind some crates.

Wait for Frank to leave, then pick up the key hanging on the wall next to the shutter. This is Frank’s Cabin Key.

Use it to unlock the door on the left that leads back to the room with Mr. Baesie.


Switch to Mr. Baesie and push the crate away from the pressure plate. Then head right to reunite with Lana, and then drop down.

Switch back to Lana and activate the switch.

You’ll see water pour out from a pipe and fill up a pool. You’ll notice an electrified cable dangling just above the water. Activate the switch a second time so that the water level rises and touches the electrified cable.

Switch to Mr. Baesie and jump into the pool of electrified water on the right in your head form.


Jump out of the pool and run left towards the generator. Touching it opens an air vent in Lana’s room.

Switch to Lana and jump in through the open vent.
Rescuing Amanda

Going through the vent brings Lana to a room full of cages. It’s obvious that this is where Frank is keeping Amanda.

During the cutscene, you’ll also see Frank come into the room with a kerosene lamp and shotgun in his hands.

Once the cutscene ends and you can move, wait a while to see Frank’s movements. When he’s looking away, run to the right and vault over the first cabinet.

Quickly hide behind the cages as Frank changes his position.

The idea is the same as last time. Run to the right side when Frank isn’t looking.

You’ll find another set of cages to hide behind up ahead. There’s a switch here that you can activate.

Interact with the switch to lower a platform.

When Frank isn’t looking, jump over the crate on the left and press X to climb up to the platform you just lowered.

Drop down on the right side of the platform to reach the next section and hide behind a wooden bucket. Like before, wait for Frank to look somewhere else and mantle over the shelves on the right.

When you drop to the other side of the room, Frank will come in briefly before limping away.

Take a few steps forward, watch the cutscene, and the chapter will end.
Chapter 9: The Great Ball

The Ball Room


After the cutscene at the end of Chapter 8, you’ll find Lana in her dormitory. When the cutscene ends, start heading right to trigger another cutscene, which takes you to the great ball.

Talk to the Bartender serving punch. He’ll refuse to hand you a glass and tell you that it’s for players in possession of chips.

Continue moving right, and you’ll be stopped by a Gentleman in Blue. He’ll only let you pass if you dance with him.

Choose Yes after the conversation to trigger a dancing mini-game. Hit the prompted buttons in time to complete the segment.

After completing the mini-game, you can move forward. Head right and talk to the Gentleman at the roulette table.

He’ll ask you for a number. No matter which one you choose, he’ll lose. You need to find a way to bring some good luck.

Continue heading right and exit the ballroom through the door on the right. Keep heading forward, and you’ll see a Gentleman in Red passed out on the ground.

Press Square near the Gentleman in Red to collect the Briefcase Key.

Keep heading right to enter the washroom. There’s a mirror above the sink, and three stalls.

Interact with the last stall on the right. This triggers a cutscene where Lana talks to a girl named Marianne and cheers her up.

At the end of the cutscene, Marienne gives you the Sleeping Pills and says that there’s a Toy Mouse stuck in the drain.

Inspect the drain hole on the ground. Lana can see the mouse, but you’ll need something for leverage to get it out.

Use the Screwdriver in your inventory with the drain grate to pull up the Toy Mouse. As soon as you do so, the toy mouse goes running off to the left.

Keep running to the left, past the ballroom to find it on the floor. It scared off the girls blocking this area earlier. Pick up the Toy Mouse.

Keep moving left to spot a briefcase hanging on the coat rack. Use the Briefcase Key to collect the Rabbit’s Foot.

Take the stairs on the right to head upstairs. This leads to the VIP Lounge, but without a pass, the guard refuses to let you in.

Head back down the stairs and return to the ballroom. Use the Rabbit’s Foot with the Gentleman at the roulette table. Choose any number you want, and this time, he’ll win the jackpot.

As a token of appreciation, he gives you the Gambling Chips.

Walk towards the punch table and use the Gambling Chips with the Bartender. He hands you a Glass of Punch in return.

Keep heading left, past the staircase leading up to the VIP Lounge, to go outside the hall.
Accessing the VIP Lounge


From the door, go down the stairs on the right and keep moving forward to find a Gentleman in Red.

He says that he has a pass to the VIP Lounge. But if you want it, you need to show him that you can keep up with him in a dance.

If you choose Yes, this kicks off another dancing mini-game. But unlike the previous one, this is impossible to win. So you need to figure out some other way to get the pass from the Gentleman in Red.

When you fail the dance-off, he tells you that the secret to his skills is to stay fit and that he always drinks juice diluted with Vitamin C and a nice slice of lemon.

Return to the door of Bunny Hall and head left to find an Old Mailbox.

Keep moving forward to spot another door. Go through.


As soon as you enter through the door, Lana spots Miss Fisherin and runs back outside. You’ll need to find a way to distract her.

Use the Toy Mouse with the door and watch the cutscene of Miss Fisherin chasing after it. Go through the door again once Miss Fisherin leaves.

You’ll find yourself in a kitchen. There are three jars up ahead with different fruits. Interact with the middle jar to get a Lemon Slice. There’s also a sink next to the jar, a bowl of punch on the countertop, and three juice dispensers on the left.
There are a few things you have to do here:
- Fill up the Glass of Punch with the orange juice dispenser to get the Glass of Customized Punch.
- Combine the Glass of Customized Punch with the Lemon Slice.
- Use the Sleeping Pills to get the Glass of Sedative Mixture
With the Glass of Sedative Mixture, head out through the door on the right.

As you’re about to leave, Miss Fisherin comes in. Let the cutscene end, and then go outside.

Use the Glass of Sedative Mixture with the Gentleman in Red on the right.

This will trigger another dance but the Gentleman in Red will pass out in the middle of the dance.

Interact with him to collect the Pass for the VIP Lounge.

Go back inside the bunny hall and head upstairs to the VIP Lounge. This time the guard will let you in. Another long cutscene will play and the chapter will end.
Chapter 10: Bye Sweet Carole

The Rooftops

The chapter starts with Lana sliding down the shingles of the roof in her bunny form. Press X as you slide to jump to the balcony on the right.

The Bunny Hall is in tatters as the Gentlemen transform into monsters that are hunting down and attacking the girls. Once the cutscene ends, start moving right.

When you reach the end of the balcony, one of the monsters breaks out through the window carrying a rifle. Quickly hide in the hiding spot and wait for him to look away.

As soon as he looks away, come out of the hiding spot and head right. Jump to the reach the next platform.

Switch to your human form and climb up the fence.

Wait for the fans on the right to turn off before you climb.

Press Square once you reach the top of the fence to jump to the hanging platform on the left.

As soon as you step on it, the platform starts to drop. Quickly switch to your bunny form and jump to the left to reach another platform before it falls.

Switch back to your human form and shimmy along the ledge on the left.

At one point, a monster will drop from the right and start to crawl towards you slowly. Keep moving to climb on the ledge on the left, and the monster will fall off.

From here, turn back into your bunny form and use wall jump to continue moving upward. Don’t stay on the platforms for too long, as they break after a while.


You’ll eventually reach a roof with a crate. Get on the crate and switch back to your human form. Press Square to grab onto the hanging handle.

This drops you to the roof on the right, but a group of monsters starts to chase you from the left. Turn into your bunny form and start running right.


Vault over the two crates and a crawling monster up ahead. At the end of the rooftop, press X to escape through a pipe.
Reaching the Clocktower

Escaping through the pipes leads to a short cutscene involving Miss Hinman and Frank.

Once it ends, start heading right to find the old mailbox for this chapter.

Save your game and continue moving right to spot an elevator up ahead. Activate the switch next to the elevator to send it down.

In your bunny form, jump to the other side of the opening.

Switch to your human form and interact with the lamp above. Complete the QTE to light up the area. The switch on the left activates the elevator. You’ll also spot a movable box and another switch on the right.

Push the box to the right to position it under the switch. Climb on top and interact with it. Lana will note that the button is missing. So you need to find it if you want to activate this panel.

Go left and activate the switch to bring the elevator up. Then press the switch again, and hop on top of the elevator as it’s going down.

Get off the elevator on the middle floor as it’s heading down. There’s another switch here to control the elevator. There’s also an air vent on the left.

Head past the switch and check the grate. The door on the right leads to the clock tower, but it’s locked.

Check the wardrobe near the door to collect the Locked Box. Combine the Locked Box with the Screwdriver in your inventory to open it and find the Red Button.

Push the elevator button on the middle floor and ride it to the top.

Return to the panel with the missing button on the right. Use the Red Button and then activate the switch.

This opens two doors at the bottom section of the area.

Ride the elevator to the middle floor. Then use the switch again and wait for the elevator to go up.

Switch to your bunny form and drop down through the opening on the left. We’ll try the door on the right first.

You’ll find a panel on the wall inside the room. When you interact with it, Lana says that it’s hermetically sealed. Use your Bolt Cutter to cut open the lock.

Pick up the item inside to collect the Magnet.

As soon as you do that, the door closes and the hatch at the top breaks down. On top of that, the walls on both sides of the room start to close in.

Turn into your bunny form and jump between the walls to go up through the hatch above the room.

This brings you back to the middle floor.

You’re safe now, but the doors at the bottom have locked up again. Call the elevator and ride it to the top floor once again.

Go right and activate the red button switch to open the doors in the bottom section. This time, head through the door on the left.

You find the bunny form of Amanda, corrupted and locked up in a cage.

You also find the transformed version of the girls trapped in the cage next to Amanda’s.

Once the cutscene ends, head left through the door. Take the ladder up to reach a small room with a panel on the wall.

Use your Bolt Cutter to unlock the panel.

Use the Magnet on the open panel to unlock the hatch above you.

Turn into your bunny form and climb up the hatch to reach a room full of corrupted gentlemen.

Press Square to collect the Tower Key.


A monster starts charging at you. Quickly run to the right and go through the vent to escape.

This takes you back to the bottom section of the elevator room.

Climb the ladder and press Square at the top to get to the middle floor.

Go right and use the Tower Key with the door to head for the clock tower.
The Tar Creature


After the cutscene of Lord DeWitt getting absorbed by the Tar Creature, start running up the stairs. Activate the switch at the top to bring down a security gate to slow down the Tar Creature.

But you’re not out of the woods yet. Keep going up the staircase. Switching to bunny form is a good idea since Lana moves faster.

At the top, you’ll have to rotate a crank to lift the security gate on the left.

Go through the gate. Marcel will tell you to grab the rope so that she can pull you up.

But the rope is out of reach. Get to the other side of the large crate and push it under the rope.

Get on the crate and grab the rope, and watch as Marcel pulls you up.

Just when you think you’re safe, Lord DeWitt jumps and grabs you. Complete the QTE to kick him off and watch the cutscene play out, and reach the top of the clock tower.

This triggers a lengthy cutscene that shows you what really happened to Carole. But the story isn’t over yet.
The Dress Shop

When the cutscene ends, Lana finds herself in a tailor shop of sorts. The cash register on the left doesn’t open. Inspect the receipt box on the table. It shows the time number 29. Remember this.

Head right across the table to spot a ladder behind a locked gate. Go through the door on the right.

This takes you to a dark room filled with dresses. There’s a stool up ahead. Push it all the way to the left and get on top.

Press Square to jump up and activate a hanging handle. But nothing happens.

Return to the front area of the shop and get on the table. You’ll notice electric currents on one of the hats on the shelf.

Interact with it to reveal a switch behind the hat.

This turns on the power in the shop.

Return the the back section with the dresses and go all the way to the right. Interact with the crank.

Rotate the crank until the dress tagged 29 is positioned directly in front of the gears.

Get on the stool on the left and use the hanging handle once again to bring the dress down.

Inspect the dress to find the Padlock Key.

Use the padlock key on the grilled gate in front of the ladder in the front section of the shop.

Climb up the ladder to get to the next floor. Head left, past the Christmas tree. Note that the tree is shorting out.

Inspect the socket on the floor.

Head back down the ladder and press the switch on the hat shelf to turn off the power.

Climb back up and press R1 to kick the socket on the left.

Push the Christmas tree aside to reveal a lever behind it. Activate the lever. This opens the cash registers on the bottom floor.

Inspect the cash register downstairs to find the Backroom Key.

Go back up the ladder and head right. Use the Backroom Key with the locked door and head inside to trigger another cutscene.
The Final Battle

After the massive revelation, Lana finally knows the truth of what happened to her friend. The cutscene leads to a final confrontation against Mr. Kyn in a multi-phase boss battle.

The first phase of the fight has you going up against Mr. Kyn. Lana can attack using the buttons R1 and X. On top of that, she can also use her magic umbrella with R2 to deflect attacks.

Mr. Kyn has two attacks:
- He fires a projectile that you can deflect towards him with the magic umbrella.
- He teleports close to Lana and attacks with his own umbrella.
On top of that, Mr. Kyn also has a shield that you must break before you can damage his health bar.

The basic strategy for this fight is to use your Magic Umbrella to negate damage. If you manage to deflect the projectile attack, it instantly breaks Mr. Kyn’s shield. Once the shield is broken, Mr. Kyn is stunned for a short duration, allowing you to attack without interruption.

When you manage to bring his health bar down to zero, Mr. Kyn calls for Velenia, and the next phase of the fight begins. This time, you’re facing off against Velenia Evolved.

Veleina Evolved also has two attacks:
- It sends out a scream that can be blocked using the Magic Umbrella
- Velenia rolls into a ball and bumps into you to deal damage. Can be blocked.

Unlike Mr. Kyn, Velenia Evolved doesn’t have a shield. So the fight is pretty easy. Just use your Magic Umbrella to block its attacks and go in for a few hits as soon as it’s done attacking.

After defeating Velenia Evolved, there’s a short segment where you get attacked by rotten rabbits from all directions. Keep attacking them, and this eventually leads to the final phase of the fight against the Worlds Corrupter.

Despite being the final phase, the Worlds Corrupter is the easiest phase of the entire boss battle. He has only one attack where he fires two laser beams from his eyes.

For most of the battle, you’ll be fighting the rotten rabbits as they keep spawning. When the giant head of the Worlds Corrupter enters the arena, position yourself between his eyes and use jump attacks to keep hitting him.

Keep up the aggression, and eventually the boss will go down. Enjoy the final cutscene of the game.
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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Muhit Rahman lives off two things: gaming marathons and endless cups of tea. He writes guides, reviews, and occasionally forgets that real life doesn’t come with checkpoints. His favorite genres are Soulslike and Metroidvania, with Dark Souls III, Hollow Knight, and Dota 2 forever holding top spots on his all-time list.