Simon the Sorcerer 3D – Cheats
Chapter 3 – To Find
Swampy
POLIGANIS
Upon entering the North Gate of
Poliganis, meet Melissa Leg, the scantily clad friend of Calypso. She
brings you to the Inn where Calypso has a private room at the local
tavern. She has the fuel for the wardrobe that can send you back to your
time. In return, she wants you to find your Swampling friend for her and
would not give the reason why. The Swampling disappeared and no one knows
where. In the private room at the Inn, Calypso, gives you the map
to the restaurant from a MucSwampling Lost Treasure Hunt meal deal. Exit
the room, forward, right of screen, right of screen, left up the stairs
and exit to the Inn.

Dog and Fruit Inn:
Bar – Turn to the bar and see a whiskey on the
bar shelf. Remember the S.I.G.N. at the forest wanted a drink. Talk to the
bartender that wouldn’t sell you alcohol without an ID and learn about the
ninja ghost that scared the customers in the toilet and upstairs corridor.
Talk to the Salesman and he gives you a vacuum cleaner pamphlet.
Place the pamphlet on hand and press Alt to read the pamphlet – The
Vaculux 2000 is so powerful it can suck the feathers off a duck, molten
lava or things small as insects. Try using the chakara on the bottle of
whiskey and the bartender keeps catching it. Exit the bar via the door by
the jukebox on the left of the bar. Climb the stairs and out of the inn.
Notice the lady streetwalker that you can not interact with. Turn right
and walk forward.
Walking
around: Busted
Cart – Look at muscleman and
the jack holding the cart up. Use hammer on jack. Pick up jack.
Walk forward until MucSwampy’s.
Mucswampy’s – Read the signs
and try to open the door. It is boarded up good and
tight. Pizza Lord is closed.
Laundromat – One washing machine is not
broken.
Church of St. Troy: Turn
right at Rotable Junction and go to the Church of St.
Troy. Grounds – At the left side of the
church is a tree that has fruits. Use (Alt) hammer on tree and pick up
horse chestnut. At the right side of the church is the Bell
Tower. Bell Tower – Enter and pull (Ctrl) the
bell rope. Press Ctrl again and hold to get Simon to climb the bell rope.
Go out the window into the roof and look around. Go back down the bell
rope and exit. Walk to the back of the church and see another door that
goes to the Memorial Room. Across the crypt door is the gate to the
street. Exit and continue walking until you see a cheese wagon.
Mr. Cheese Wagon – Follow
the big open topped cheese wagon and step in front of it. Talk to Mr.
Cheese and eventually he will give you a wedge of cheese. Follow
him to see where he goes. He stops at the Cheesy Bros. in the Warehouse
area. Watch the cheese wagon man get money for not delivering his cheese
to the Cheesy Bros. because there is too much cheese already. Follow Mr.
Cheese drive around town from Warehouse area to the Justice Square where
he turns around and goes back to the Cheesy Bros. to get more
money.
Justice
Square: Allotment – Take the lane off the
square at the right side and see vegetable gardens and a green shed. In
front of the green shed is a pot of varnish.
Pond – Look at the duck swimming in the pond and
get 2 groats from the pond, another source of money. There is a
female in stocks and she looks familiar. Remember Goldilocks from Simon
the Sorcerer 2. She has half of a treasure map won in a seedy tavern in
her bra. After showing your full map to her, she will split the treasure
with you for the full map. She wants to be freed and can get you into
MucSwampy’s. The keys are in the sheriff’s office.
Sheriff’s office – Enter the office and see the sheriff snoring.
The keys are in the metal locker behind him. Walk carefully so as not to
wake him. Traverse carefully one step at a time pass the empty cans of
Choker Cola and the file cabinet on the left to the metal locker on wall.
Open the metal locker but it squeaks. Use butter on the locker hinges and
open the locker door. Pick up the keys. If you wake the Sheriff up,
he will just send you out of the office until he finally sends you to lock
yourself in the cell, which of course you leave open. Go back out and free
Goldilocks. She will meet you at MucSwampy’s. Use the phone booth to go
MucSwampy’s.
MucSwampy’s – Meet
Goldilocks coming out of MucSwampy’s. Enter the now accessible restaurant.
Look at the sachets of vinegar on the counter. Enter the red door behind
the counter. Go pass the kitchen and enter the door marked “private”. Go
to the desk and crouch. Press the red button marked “sekret”. A secret
door open. Take the lift down. Look at the papers on the table in the
swamp room and see “housing development in the swamp” pamphlets and
housing plans. Swampy is now an activist and has gone to the swamp to stop
the housing development. Exit back to the restaurant proper.
A very fat wizard in green orders
swampy burger with no sesame seeds in the bun, worm fries and swamp
shakes. Simon picks the sesame seeds out. Exit the restaurant. Let
us continue to check the town.
Warehouse Area
– Adventure Soft Warehouse – Enter the
fenced warehouse on the right before the circle. Look in the boxes of
Feebles Files outside the building. Get Feebles File CD aka
ashtray. Cheesy Bros. Warehouse – Enter and
see boxes and boxes of cheese. Follow the map to Back Alley.
Back alley – Enter
the opening on the wood fence and see several dumpsters. Pick up the
cat inside the overturned dumpster at the end of the alley. The
alley to the north is blocked by a dog in wheels. To
see the dumpster – position Simon to stand by the right corner of the
dumpster close to the dog. Open dumpster and see a trainer/shoe in
there. Use the trainer on dog and automatically trap the dog in the
dumpster. Get a shoelace in inventory. Go forward and turn
right.
Manhole – Remove the
manhole cover and go down. Walk to the door and knock. They want you to
knock the password to be allowed in. Fairy godmother appears to tell you
how to enter the password. Press action key and then press action keys
again to start the password sequence. What password? Go back up and talk
to the kids at the end of the alley. They will tell you the password for
the secret room if you give them a new game that involves the use of a
ball. Look up the wall and see an open window. Find a phone booth and go
to Magic Square.
Magic Square: Wizard Guild
– Notice that every time you try to enter Eight Wander, it turns to
the golden ornate door of the Wizard Guild. Enter and talk to the Wizard.
He says that you need someone to sponsor you as apprentice.
South Gate – There are 3 roads going out of the
Wizard Square, one to go back to town, one to a closed gate and one to the
South Gate. Talk to the 2 orcs at the South Gate and find out that you
need to have proper papers to leave. The Big Wiz, Sordid is looking for
the magical boots. Go back to Dog and Fruit Inn.
Dog and Fruit
Inn: Enter the bar. The door at the other end of the
room goes to a corridor, then Games Room, Beer Garden and upstairs to the
bedrooms.
Games
Room – The Jukebox takes a groat for each song. Standing at the far
side of fireplace, look at fireplace and see it is smoking a lot. Look at
the ornate glass window above the target. The orc does not want you to
open the window. Talk to the orc and he challenges you to a Dart game – 3
darts and the higher score wins 5 groats, a source of money if you
win. Fairy godmother appears to explain how to play the dart game. The
bibbling circles is the target, look at throwing hand to control the dart.
The higher the tip of the dart is positioned, the faster and stronger the
dart will be shot. The lower the tip of the dart is positioned, the
slower and lower the result will be. The target circles can be moved by
the direction keys. Press the action key (Ctrl) starts the hand movement
and the release of the key releases the dart.
Beer Garden – Pick up
the BBQ tongs and look at the lit grill.
Upstairs – Climb the stairs. Go forward the corridor and then
turn to the left hallway.
Left hallway – Pick up the nice thick blanket from the
drawer at the end of the hallway. To the right is Room 4 your bedroom that
is still locked.
Wooden Fire Door – Walk to the other end of the hallway and
then turn right. To keep the door open and to be able to go out without
being shutout – Position Simon by the right side of the wall close to the
hinges of the door, look at the door and then use the wedge of cheese on
door.
Step down outside at the back of
the Inn. Turn to right and go forward to the storage area under the Inn.
Open the crate-like entry to the cellar.
Cellar – Move the crates to get to the far corner to shut off the
pipe that brings beer to the bar. The beer barrels can be rolled and the
crates pushed. Move Simon in the direction you want the barrels
moved.
To move the barrels
and crates: Start by moving the barrel closest to
the stairs and by Simon’s right to the far end. Go forward to the space
cleared by the barrel with the stairs on your right. Move the crate that
is in between the barrels. Go back to the aisle where you started at and
move the crate towards the stairs. Move the barrel in front of you so
that it hits the first crate you moved. Now there is space to move to
the tap connected to a beer barrel at the far corner of the cellar.
Close the tap and go back up to the bar.
Bar – Talk to the depressed salesman and he will order another
beer. Thinking that he is out of beer, the barman will check the beer
source at the cellar and leaves. Use (place chakara on hand, press Alt and
then action key) the chakara to get the whiskey bottle of full of sweet
liquor (remember S.I.G.N.). The barman comes back and thinks that the
ghost turned the tap off.
Calypso’s Private room – Talk to Calypso about the border control
patrol. Sordid has got his orcs at the gate. Porkins, the fat wizard in
green that you met at MucSwampy’s is an expert forger. He frequents the
Eight Wander Club. An exclusive club that allows only bona fide member of
the guild through the magic portal. Calypso sends you to the Guild and to
tell them you are his apprentice and then take the test to become a
genuine wizard. (To get to be Calypso’s apprentice, the secret room at
MucSwampy’s must be seen, talked to the Orcs at the South Gate and talked
to the Wizard Guild wizard). Go to the Wizard Guild.
Wizard Guild at Magic
Square – Talk to Wizard. Based on Role playing games, you get a magic
rating of 1 and you have to get your own familiar, a sprite that can be
found at the forest out of town. The sprites come out only at
night.
Dog and Fruit
Inn: Calypso’s Private room – Talk to Calypso, he
booked a room upstairs where you can sleep and he recommends using a net
to catch the sprite. Find a key to your room in inventory. Go
upstairs to Room 4.
Room 4
bedroom – Lie down and find out that the pillow is filled with
polyester that you are allergic to. Simon discards the filling and gets an
empty pillowcase. You can not sleep without a nice floppy pillow.
Open the window. Go (Ctrl) to the flat roof outside. Look at the chimney
at the northeast corner of the roof that leads down to the games room. Use
(Alt) the blanket on the chimney. The games room becomes smoky and the orc
opens the window. Go back to the Games room.
Games
Room – Play a game with the orc. Shoot the dart out of the window and
forfeit the game. Go to the alley outside to get the
dart. Alley outside the inn – Once outside, turn
left, forward and left to the alley beside the inn. Pick up the
dart at the corner of the building across the games room window.
Bar –
Talk to the barman about having your room cleaned. Evette, the French maid
will clean your room with the new vacuum cleaner. You can not go to your
room because a barrier is placed to block the stairs.
Left Hallway – Go out of the
Inn through the front door and enter again through the cheese wedged door
in the back. Go to the hallway by your bedroom and pick up the vacuum
cleaner. Go to the phone booth.
Justice Square – Go to the
pond. Look at the pond to get more groats. Move to the side of the
pond closest to the stock. Place vacuum cleaner at hand. Look at duck and
immediately, use (Alt) the vacuum cleaner. You get feathers in
inventory. Combine (place one of the item in hand and the double click the
other item) feathers and pillow case to get a floppy pillow. Go
back to the Inn.
Dog and Fruit
Inn: Bar – Ask the barman for your keys
back. Go to your bedroom. Bedroom – Use pillow on
bed. Use bed. Try to sleep but snoring keeps you awake. Go out and knock
on room 5. Go back to your bedroom, open window and walk to open window of
room 5. Try to wake snorer up. Use jack on snoring man to turn him on his
side and stops snoring. Go back to your bedroom and sleep. You wake up and
it is now night time. Exit the Inn and go to Pizza Lord via walk or phone
booth to MucSwampy’s and then walk.
Pizza Lord – Talk to
Pizza man that takes order. He sells his Pizza for 10,000 groats but free
if not delivered in one minute. He delivers anywhere using the
pizzerina – a special flute type thing that summons Pizza.
Time to catch a familiar. Go to
the gate to the forest. Exit gate and go to the forest.
Forest – Use the phone
booth by the bridge. Select S.I.G.N. site.
S.I.G.N. – Give him whiskey and he becomes an aggressive drunk. Ask
him for directions now.
Butterfly meadow – Use the phone booth to go to the Inbred Yokel
area. Take the left lane to the butterfly meadow. Use net to catch a
sprite. The sprite burns through the net and a man holding a sprite in a
metal lantern tells you to use a container that doesn’t burn through. Hmm
– net with hole (idea!!!). Go back to phone booth and select Lonely
Hut.
Lonely
Hut – Talk to role players. They will not give you their sprite and
can not join the game. You can have the sprite when they stop playing.
They want a pizza. One of the players says with no anchovies. Go outside
and use the pizzerina to order pizza. Order the whole works and especially
ask for additional cheese to cover the anchovies. If you order pizza with
anchovies and one of the player sees it he will ask for a reorder since
anchovies will make him sick. Watch the pizza delivery boy rush and get
detained by asking directions from the drunken S.I.G.N. post. The whole
works pizza with extra cheese arrived later than one minute and you get it
free. The players eat it and the one player gets sick and they call it a
night. You get the sprite. Go back to the Wizard Guild.
Wizard Guild – You are
given the TEST after showing the sprite. The Test fizzled out and you
passed by default. You are given a Wizard handbook and your
specialty is Fashion Magic. Look at the wizard handbook and the fairy
godmother will appear to teach you how to cast spells. The magic spells
are based on the 3 primary colors – red (Polmar), yellow (Tragicke) and
blue (Gazza). The colors can be combined. To cast a spell, place the book
in hand, press use object (Alt) and then use the different arrow keys:
left for red, up arrow for yellow and right key for blue. Press the action
key and the spell will be cast or press the down arrow to cancel the
spell. If you get stuck in a magic place, think of the colors you see.
Exit. Eight Wander is closed at night. Go back to Inn to sleep and wake up
at daylight.
Eight Wander – Enter and
talk to the face on the wall of the bar. Porkins left for the yellow room.
This is a runaround. Go the colored circles at the platform. Instead of
stepping on the yellow circle to light it to go to the yellow room, just
come back to the white room. Light up all the colors to make white in the
platform and enter the meshed elevator. You will come back to the white
room again and see Porkins. Talk to Porkins about trying to get to the
swamp. A street urchin stole his magic quill and he can not do any forgery
without it. The street urchins are headed by Billy the Kid and they
escaped him down a sewer grill. To exit the club, turn off all the lights
on the platform by walking over them and then ride the elevator. Go to
Back Alley.
Back Alley:
Street Urchins – Use the net with hole on the open window
at the far end of the alley where the kids are. Talk to kids and show them
how to play basketball. The door code is D-D-DDD-DDDD-DD (Let’s Go!). Go
down to the manhole.
Manhole – Go to the door. Knock (Ctrl) on door. Simon will
say “Guess I better knock”. Wait 1-2 seconds. Then use the action keys
(Ctrl) to knock the code. Talk to the kids. The two kids will not let you
play until you have your own conker. Exit.
| How to make a conker: |
| 1. Have the horse chestnut from tree at the Church ground. |
| 2. Use (double click) dart on chestnut (on hand) to poke holes on the chestnut. The inventory description said – baking, varnishing and soaking in vinegar. |
| 3. Go to Beer Garden at Inn and place (Alt) holed chestnut on the hot grill to bake the chestnut. |
| 4. Go to the green shed at Allotments by Justice Square and use the varnish on the chestnut to make the skin tougher. |
| 5. Use vinegar at MucSwampy’s on the chestnut to toughen the core of the conker. |
| 6. Now combine the conker and the shoelace/string. The conker is made. |
Manhole – Play the game for the magic quill rather than money. Just
keep on hitting his conker and eventually win and get the quill. Go
back to Porkins.
Magic
Square: Eight Wander – Give the quill to
Porkins and get documents for the border guards.
South Gate – Show the documents to guards. They accept it but are
not allowed to open the gate. They will give you a rainbird horn to
call rainbirds, in return for some inventory that you do not need anymore.
The fairy godmother appears to explain how to call a rainbird. Blow horn
and they will come. They can fly only in places without cover or outside
but not at night. They will not land in evil places. Use the arrow keys to
control the direction they fly. If you see a good landing spot use the
Ctrl keys to land. The landing spots light up when close to it.
Go to rainbird pad close to the
guards and blow horn. The next scene is riding on the rainbird and seeing
the landscape below. Fly to the swamp and see rainbow color lights
emanating from the ground when you pass through it. Press Ctrl to land in
the Swamp.
SWAMP
You might want to raise the
brightness and gamma control under options to see better. Read poster
about the luxury development poster. Enter the open gate and see a
crocodile swimming around the swamp. On the left side is quicksand. In the
passage between the quicksand and crocodile is an incidental man trying to
chop a tree down.
Man with the Axe –
Above him is a beehive. Somehow we have to get the axe. Look at the
conveniently placed vine on the cliff right behind the man. Climb the
vine. Walk to the right of the ledge and see the beehive. Use the chakara
on the beehive. The beehive falls and bees attack the man. Go down and
pick up the axe. Go to the beehive and use vacuum cleaner to
collect bees to get Hoover full of bees. Climb the vine again and
use the axe to chop the vine. The vine falls off to the ground. The axe
breaks off and get handle and axe head.
Quicksand – Go to the
right of the ledge until the sign. Turn around and see a girl in pink
behind the cliff across the way. Look at the warning sign. Enter the small
passage with the life pad. Meet the creature that wants you to follow him.
Walk where the creature hopped to by following the angle and the distance
he did and stopping at the location where he landed. You can save the game
at each stop. Go to the tree area and pick up the ropey vine.
Crocodile – Go as close to
the crocodile by the croc landing pad and see him with his mouth open. Use
the handle of the axe on crocodile’s open mouth. Use the vine on the
crocodile. Ride the crocodile to go directly across from where you are to
the big island.
Big Island: Park the
crocodile by the croc landing pad. To the left is the Druid’s area,
across is the Tar pit, a bridge to get to the lawyer talking to the Swampy
and the talking tree and another bridge to go to the man-eating plant.
Druid’s
Compound – Look at the tower protected by electric shocks (lightning
magic), a greenhouse with dubious maple-like leaved plants, a dock and the
house. Talk to the Druid. He gives a plant book to identify plants
with. He will give some of his homemade gin if you collect 3 plants
necessary for the preparation of the gin – Purple Stinkwort, Bogella
and Smelly Woodruff. Talk to him again and he said that his mouth is
beginning to get numb. Enter the house and pick up the mortar and
pestle from top of the stove and the stick leaning on the side
of the stove. Go to plant garden and look at the plants, identify Lady’s
Delight, Maiden’s finger, Fairy’s whisper, Virgin’s surprise, Blertweed
and blue Deadly Fish herb – from fruit when mashed up and
administered orally will provide relief from bee sting and produces fruit
only in direct sunlight.
Tar
pit – From the Druid’s compound walk by the shore on the left side and
see the tar pit. Use the bell on sticky tar to get bell with swamp
tar. Then, place stick from druid house and use it on tar pit to get
stick with tar. In inventory, combine stick with tar and axe head
to make glued axe. Cross the bridge to the lawyer.
Lawyer – Listen a while to Swampy talk to lawyer. The lawyer is
trying to get Swampy to sign the contract. Talk to A. Snidebottom
representing CosyGlow Homes. He frequently uses an insect repellant, made
from a juice of a flower because he is allergic to bees. Swampy threatens
the development with a big biological bomb that will fill the swamp with
stew. The lawyer wants you to talk Swampy to leave before the construction
crew arrives. He will eventually stop rambling.
Talking
Tree – Wake the tree up with the glued axe. Talk to the tree. Try
chopping the tree but can not do it because of guilt listening to the tree
beg.
Inlet to the right of the Big
Island – Ride the crocodile to the right side of the entrance you came
in. Enter the inlet. Waterfall – Behind the
waterfall is a red flower identified by the book as Bogella. Pick
it up. Ride inside the cavern. Landing with Big
Rock – Park the crocodile. Look at the bird table. Place tar from bell
and then sesame seed on the bird table. Pick up the bird that gets
trapped. Look at the dodecahedron of pure stone. Ride the croc again to
the other end of the swamp close to the tree with broken beehive where a
crying lady is.
Princess and Hamster –
There is a small tunnel that goes under the rock in the island. Talk to
the princess, the lady in pink seen from the vine ledge. She talks about
Sir Squeaksalot, the hamster inside a plastic ball that is stuck up the
tree. Use the chakara on the hamster (does not appear on the eye box) but
it falls in the water. Ooops!
Ride croc to the shore line of
the big island between the Druid compound and the croc landing pad sign.
The hamster will be thrown to the shore. Park the croc. Pick up the
hamster inside a plastic ball. Oh dear, it’s dead! Go to the Druid
Compound and use the hamster on the lightning magic/ladder icon of the
tower – Whew! That resuscitated the hamster. Go back to the island where
the princess is.
Go to the back of the rock. Climb
the lowest ledge up to the rock top by holding down the Shift key and then
the forward arrow. Look down at the hole and use the book to identify the
plant as the Purple Stinkwort, a beauty aid. Go back to the other side of
the rock. Use the hamster on the small tunnel under the rock. He picks up
the Purple Stinkwort. The hamster will not get the plant unless you
have identified it with the book. Talk to the princess and automatically
give her the hamster. As a reward she gives you her sealskin
earmuffs, which she uses to not listen to her tutors. Go back to the
big island and take the bridge to the Man-eating plant.
Big Island:
Man-eating Plant – Cross the
bridge and identify the giant plant from the book as Audreyus Maximus, a
plant that prefers birds. Simon says we need to distract it. Walk to the
reeds on the left side as close as possible to the reeds before the plant
eats you. Use the bird on man-eater. Walk around the man-eater to get to
the cave behind it. With the reeds and the fence on your left, walk around
the man-eater towards the reed infested wall. There is a clearing before
the cave. All the steps taken by Simon is critical to get there, time is
not the factor but the direct path to the cave. Be sure that you do not
waste a step. Enter the passage and use the book to see what plant is in
the cavern. Pick up the Smelly Woodruff. Exit through the other
opening.
| Where the 3 plants are (recap): |
| Bogella – behind the waterfall in the inlet to the right of the swamp. |
| Purple Stinkwort – in the tunnel under the rock where the princess is. |
| Smelly Woodruff – in a cave behind the man-eating plant. |
Talking
Tree – Use the ear muff and automatically chop the tree. Walk on tree
to get to Swampy.
Swampy – Swampy is holding the detonator for the Swamp bomb behind
him. Swampy does not believe you are his friend. He wants you to be an
honorary Swampling and to do so first, you must drink a whole bowl of
swamp stew. Second, sing the Swampy song everyday. Try as you might you
can not drink the swamp stew. Remember what the Druid said about his mouth
getting numb. Go to the Druid. Druid – Give the
druid the 3 plants and he will let you take a swig off from his liquor
jug. Now you are drunk. Sprint (Caps lock) to Swampy. If you revive before
drinking the stew, go back to the druid to have another swig of the potent
gin. Swampy: – While drunk, drink the stew and falls
unconscious. Upon awakening, Swampy tells you the Swampling song.
Swampy wants you to get the lawyer to sign a contract that states
that the ‘undersigning personidge’ must ‘be leavings the Swamps alonses’.
Landing with Big Rock –
Ride the croc to the Landing with the Big rock and the bird table. Talk to
the dodecahedron of pure stone and end up singing the Swampling song –
Swampling stew, swampling stew, to your bog your swamp be true. Swampy be
true. Swampling stew. The big rock moves and you can enter Swampy’s
hideout. Get the oven gloves and turkey baster from the
table with the plans for the Swamp bomb.
Druids
Compound: Tower – Use the oven gloves on the
ladder of the tower and climb up to the top and see a reflector that
reflects light to the ground. Move the reflector using the directional
arrows and the druid will get upset. Focus the light on the blue patch of
plant at the plant garden area. Go down. Garden
– Pick up the Deadly Fish herb fruit that provide relief from bee
sting. Use the mortar and pestle on the deadly fish fruit to get pestle
and mortar containing mulched plant leaves.
How to get the lawyer to
sign the contract – Talk to the lawyer about the contract and get
nowhere. Go to the broken beehive across the swamp and use turkey baster
to get honey. Go back to the lawyer and use honey in the turkey
baster on him. He is now splattered with honey. Use the Hoover
(vacuum cleaner) with bees on lawyer. He gets bitten by bees and
falls dying. He will do anything for you to help him and will sign the
contract. Use turkey baster on pestle and mortar containing mulched
plant leaves to get turkey baster filled with plant juice. Use it
on lawyer. Watch as he tries to renege on his promise and Simon’s
threats. He signs the contract.
Swampy – Show Swampy the
signed contract. He is very happy and will go with you. Melissa Leg
arrives and knocks Swampy cold. She then kisses you and changes to Runt.
He lifts you up magically and disappears with Swampy. Simon drops on the
detonator and the bomb explodes.