Bye Sweet Carole has 34 Steam achievements. Ten unlock for finishing the ten chapters; the difficult planning comes from the remaining 24. The game asks for a sub-four-hour clear and a run longer than ten hours, perfect dances and failed dances, every death and no deaths, plus run-wide breath, balance, dialogue, and rabbit-form conditions.
The low-risk plan is two full campaigns plus chapter-restart cleanup, not one overloaded save. Patch 3 officially added Restart Chapter to the pause menu. That feature makes local corrections easier, but the developer notice does not document how every cumulative achievement records a restart. Confirm the achievement popup after each deliberate action and keep separate save backups before a chapter with conflicting conditions.
Give each full run one job
| Campaign | Primary conditions | Actions to avoid |
|---|---|---|
| Exploration run | More than 10 hours, every story scene and credits, deliberate deaths, failed dances, wrong chemistry, breakables, chapter-specific choices | Do not expect no-death, under-four-hours, perfect-dance, or clean breath/balance awards |
| Clean run | Under 4 hours, no deaths, no failed breath hold, no failed balance, perfect dances, rabbit form over half the playtime | Do not experiment with hazards, skip story prompts if also attempting the listener condition, or improvise puzzle solutions |
| Chapter cleanup | Any confirmed missing cocktail, VIP denial, wall bounce, mud kick, Baesie failure, or chapter-specific branch | Do not assume a restarted chapter erased or preserved a counter without checking the platform tracker |
This order pairs naturally compatible conditions. The exploration run can idle past ten hours while Lana finds hazards and watches every scene. The clean run already requires practiced routing, so it is the appropriate place for speed, survival, perfect input, and heavy rabbit-form use. If A Caring Listener is the priority, keep it on the long run: do not skip cutscenes, dialogue, or the ending credits.
Bank the ten story achievements before judging the tracker
Steam awards one achievement for each completed chapter: The Princess’ Return, Converging Kingdoms, The Breach, The Worlds Corrupter, Ash, Tar and Coal, A New Era, A Quirk of Time, Prey and Predators, The Great Ball, and Bye Sweet Carole.
Do not treat the chapter title appearing on screen as the unlock. Check the Steam overlay after the end transition. Patch 6 repaired untranslated or placeholder chapter labels in the objective menu, so an old label mismatch is not evidence that the achievement itself changed.
Exploration run: make failure useful
Use the first playthrough to understand each chase and collect mutually destructive conditions. Interact with a mailbox early for Healing Memories. Kick small mud creatures when the route presents them and verify Muds Bomber after three distinct opportunities. Run past visibly shaking breakables in hunter areas for Fatal Distractions; the official description says every breakable, but it does not publish an in-game checklist, so revisit Chapters 3, 4, and 7 if the award remains locked.
Rabbit Lana can work on CrazyBall whenever a narrow vertical shaft allows repeated wall rebounds. Steam specifies 30 bounces between walls. Do this in a controlled shaft rather than during a chase, and stop when the popup appears. Save the run-wide Bunny Princess condition for the clean campaign: remaining in rabbit form whenever human interaction is unnecessary is easier than estimating a late 50-percent recovery.
In hiding sequences, the first successful breath hold earns Jennifer Style. The stricter Shadow Princess requires never failing to hold breath; treat that as a clean-run objective. Likewise, allow balance failures while collecting deaths now, then reserve Tightrope Girl for the practiced campaign.
Chapters 2-5 contain the early missable decisions
Chapter 2: use the old mailbox to restore health and record Healing Memories. The chapter’s collapsing and elevated routes provide a clear chance to die from a fall for Falling Girl. If a fall only reloads without an achievement popup, try the later exposed drop rather than repeatedly failing the scripted vine scene in Chapter 1.
Chapter 3: complete one breath-hold prompt correctly for Jennifer Style. This chapter also introduces wall-jump shafts for CrazyBall and noisy objects for Fatal Distractions. Do not combine deliberate hunter captures with the clean breath attempt; a hiding failure can spoil Shadow Princess even if Lana survives.
Chapter 4: when Judith cries from the stairwell route, continue down without approaching her to target Resentement. This is intentionally incompatible with seeing the help interaction in the same chapter state. Keep another save or use Restart Chapter after confirming the unlock. Continue breaking the animated, wobbling props that alert nearby hunters.
Chapter 5: while Baesie protects Lana, let the large threat finish its capture sequence twice to target Heroes die too!. The official text only says to let Baesie “die” twice; readable community references place the opportunity in this protection fight. Fail the escape prompt, verify the counter through the popup, and reload only after the failure completes. The same battle is the best place to advance Rottens’ Killer, which requires 30 rotten-rabbit kills; Chapter 10 provides another combat cleanup if the award does not appear.
Dance failures and dance perfection belong on different campaigns
Chapter 6’s lesson supports Gifted Learner, awarded for finishing that lesson without an error. Chapter 9 adds ballroom dances. Steam describes Dancing Princess as completing every dance without a mistake and Girl With Two Left Feet as failing every dance. These are route-level opposites.
- On the exploration run, deliberately miss inputs in the Chapter 6 lesson and the Chapter 9 dance opportunities. Confirm Girl With Two Left Feet before leaving the ball.
- On the clean run, pause before every rhythm section, read the displayed sequence fully, and restart the chapter after a mistake. Earn Gifted Learner in Chapter 6, then preserve the perfect record through Chapter 9 for Dancing Princess.
The red gentleman’s first Chapter 9 challenge is narratively unwinnable because it leads to the drink puzzle. Community reports disagree about how that forced loss contributes to the failure award. Do not use it as the only failed dance; deliberately fail the ordinary input sequences whose result Lana controls.
Chapter 7 gives one safe chemistry mistake
The solvent table in Chapter 7 is the opportunity for Little Chemist. On the exploration run, enter an intentionally wrong set of elements and complete the mix once. Wait for the achievement, then use the chalkboards to produce the actual solvent. A wrong formula should be isolated to this run because experimenting wastes time in the sub-four-hour campaign.
Chapter 7 also links past and future states. The wrong chemistry attempt does not replace the required progression sequence: plant and illuminate the seeds in the past, repair the beaker by carrying its future shards through time, obtain red/yellow/blue elements, and then mix the correct layers. For the exact route and formula, use the Chapters 5-7 walkthrough.
Do three ball cleanups before taking the VIP pass
Paparazzi is tied to attempting entry at the VIP door before Lana owns the pass. Steam does not state a repetition count. One readable community reference says three denials, while another only describes the attempt. The safe procedure is to visit the upstairs guard before sedating the red gentleman, repeat the denied approach up to three times, and stop as soon as the popup appears.
Alchemist Apprentice requires three different cocktails. The kitchen sink can discard a bad glass. Prepare distinct mixtures rather than repeating the same failed recipe, then finish with the required orange-juice, lemon, and sleeping-pill drink. Verify the achievement before handing over the final mixture, because taking the VIP pass closes the natural setup.
The ball also decides the second half of both dance achievements. Keep the chosen campaign’s rule consistent: deliberate misses on exploration, no mistakes on clean. The Chapters 8-10 walkthrough gives the full mouse, rabbit’s-foot, chips, drink, and VIP sequence without mixing it into this roadmap.
Treat the all-deaths requirement as an audit, not a magic number
Steam’s description for The Princess of Many Lives says to die in every possible way, but Valve’s public list does not enumerate those ways. A readable Steam community guide offers a broad candidate list, yet Steam currently flags that guide as removed and incompatible. The following is therefore a checkpoint audit, not a claimed official count:
- Fail a rapid-input or balance hazard, and also record a normal fall.
- Be caught in the Chapter 1 pursuit.
- In Chapter 3, test Miss Fisherin, the moving columns, and the heated upper route.
- In Chapter 4, let Mr. Kyn and the red-eyed sewing-room hunter each complete a capture.
- In Chapter 5, test the electrified water, the unlit quarry threat, rotten rabbits, and the large hand/protection failure.
- In Chapter 6, test the live wires and press machinery.
- In Chapter 7, test the hunter, sludge, and the future cage state before lowering it in the past.
- Let Frank catch Lana in Chapter 8.
- In Chapter 10, sample fire, armed corrupted enemies, the staircase mass, and each final-boss phase that can defeat Lana.
Let the full death animation and reload begin before marking a row. Similar-looking captures in different chapters may be separate states, and the source does not expose a reliable counter. If the achievement remains locked, compare missed hazard families rather than repeating one convenient fall.

Make the clean run boring on purpose
The second campaign combines Carried by the Wind (under four hours), The Invincible Princess (no death), Shadow Princess, Tightrope Girl, Dancing Princess, Gifted Learner, and Bunny Princess. That combination is demanding but internally consistent: follow a rehearsed route, avoid optional hazard experiments, remain rabbit Lana during safe travel, and restart the chapter immediately after a mistake rather than accepting a death.
Do not use an old speed video as a rules source. Current patches changed collision, prompt, and boss behavior in Chapters 3, 5, 6, 7, and 10. Use the current objective marker and watch for the developer’s fixed interactions. The three walkthrough packages keep the route compact by progression interval: Chapters 1-4, Chapters 5-7, and Chapters 8-10.
At the end, let the full credits finish if A Caring Listener is still in scope. Confirm the speed, no-death, dance, breath, balance, and rabbit awards separately before starting cleanup. Princess of Corolla should unlock only after the other 33 are present; if it does not, compare Steam’s exact 34-row list rather than relying on a platform’s trophy rarity order.
Sources & credits
The exact 34 names and public descriptions were checked against Steam Global Achievements and the official store page. Restart Chapter and patch boundaries come from developer posts on Steam. Chapter ordering was cross-checked with the supplied readable walkthroughs. Community achievement guides informed the cautious opportunity order; the removed/incompatible Steam guide was never used as sole support, and every disputed count is labeled. Cloudflare-blocked Neoseeker pages supplied no facts.