diff --git a/_subsections/sec03/lesson-13.org b/_subsections/sec03/lesson-13.org
index 85e1422..c296acb 100644
--- a/_subsections/sec03/lesson-13.org
+++ b/_subsections/sec03/lesson-13.org
@@ -1,9 +1,70 @@
#+HTML_HEAD:
#+HTML_HEAD:
-#+title: Section 03 - Lesson 13 | Spawn Timer
+#+title: Section 03 - Lesson 13, 14 | Spawn Timer, Spawning gems
* Links
- [[../../toc.org][TOC - Godot Notes]]
-- [[https://www.udemy.com/course/jumpstart-to-2d-game-development-godot-4-for-beginners/learn/lecture/45070483#announcements][S03:L22.13 - Spawn Timer]]
+- [[https://www.udemy.com/course/jumpstart-to-2d-game-development-godot-4-for-beginners/learn/lecture/45070483#announcements][S03:L24.13 - Spawn Timer]]
+- [[https://www.udemy.com/course/jumpstart-to-2d-game-development-godot-4-for-beginners/learn/lecture/45070485#announcements][S03:L25.14 - Spawning Gems]]
* Notes
+
+** removing connected nodes
+- nodes that are connected must be disconnected before deletion
+- otherwise strange things happen
+
+** Timing
+- add a child node
+- search for Timer
+
+*** properties
+- autostart: whether it starts as soon as scene is ready in tree
+- one shot: time once and stop
+- wait time: the actual time it goes
+
+*** signals
+- timeout
+ - got to Inspector->Node
+ - timeout emits a signal when the wait time hits zero
+
+** Spawning Gems
+
+Put the following in the script that you want to create nodes in based on a scene:
+
+#+BEGIN_SRC gdscript
+@export var gem_scene: PackedScene
+#+END_SRC
+
+*** terms
+- =@export=
+ - makes the variable accessible and modifiable from the Godot editor
+ - allows assigning variables through the interface
+
+ #+ATTR_HTML: :width 300px
+ [[file:../../../_share/media/albert/img/section03/S03_L15_EX01.png]]
+
+- =PackedScene=
+ - resource that holds a scene in a packed, ready to load state
+
+*** what it does
+allows us to create instances of the scene
+
+- drag a scene into the property in the inspector
+- call instance
+
+#+BEGIN_SRC gdscript
+func spawn_gem() -> void:
+ var gem_instance = gem_scene.instance()
+ add_child(gem_instance)
+#+END_SRC
+
+** how to explicitly assign the type of a custom script
+- in the script near the top type in
+ #+BEGIN_SRC gdscript
+ class_name CustomName
+ #+END_SRC
+
+- then override on assigning the value
+ #+BEGIN_SRC gdscript
+ var new_gem: CustomName = gem_scene.instantiate()
+ #+END_SRC
diff --git a/toc.org b/toc.org
index 394c89f..9e26e9c 100644
--- a/toc.org
+++ b/toc.org
@@ -19,4 +19,4 @@ https://www.udemy.com/course/jumpstart-to-2d-game-development-godot-4-for-beginn
*** [[./_subsections/sec03/lesson-07.org][Lesson 07, 08 | Moving the Gem, Removing the Gem]]
*** [[./_subsections/sec03/lesson-09.org][Lesson 09 | Export Annotation]]
*** [[./_subsections/sec03/lesson-11.org][Lesson 11, 12 | Signals, Custom Signals]]
-*** [[./_subsections/sec03/lesson-13.org][Lesson 13 | Spawn Timer]]
+*** [[./_subsections/sec03/lesson-13.org][Lesson 13, 14 | Spawn Timer, Spawning items]]