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The console is a powerful in-game tool only available to PC players. From the console it is possible, while playing the game, to enter commands that will alter most aspects of gameplay, and it is also possible to obtain detailed information about NPCs, creatures, and other items in the game.
- 1 General Information
- 2 Accessing the Console with Non-English Keyboards
- 3 Commands
- 4 Using Batch Files With the bat Command
General Information
The console can be accessed in-game by toggling the 'tilde key' (the actual key can be ~, º, ¬, |,^, \, §, ², etc.. depending on your keyboard layout), found near the "1" and "Esc" keys on most keyboards. The console prompt will appear in the lower left-hand corner of your screen. The console can also be used as a pause function during scenes or dialogue that cannot otherwise be paused. You can scroll the console output using the "Page Up" and "Page Down" keys. Console commands are not case sensitive—entering any of
tai or
TAI or
TaI will toggle AI.
Many commands are targeted: this means that you may use
player.command to affect the player character; for example, type
player.setav carryweight 1000 will set the Player's Carry Weight at 1000. Or, you may want to target the NPC/actor, by first typing
prid <RefID>, Enter. Then, type the command by itself,
setav carryweight 1000, to affect the NPC, specified by RefID (Note: including the zeroes at the beginning of the RefID when targeting NPCs may produce a "command not found" error. That can be evaded though by placing the RefID in quotes, e.g.
"000A2C94".setav carryweight 1000 will set Lydia's Carry Weight at 1000).
You may also target an NPC or object in the console by clicking on them, and then run
command to affect the NPC or object. When an NPC or object is targeted in this way, their hex code (RefID) will be displayed at the top of the console. For example, to unlock a door, open the console, click on the door so it is the active object in the console (its RefID is shown at the top of the screen), then type
unlock. When multiple objects overlap, use the mouse wheel to scroll through different RefIDs until the correct one is selected. When playing on multiple monitors, the cursor will display in the secondary monitor but clicking it will select the object in the same area of the primary monitor.
Commands which are abbreviated (for example:
tai) can also be run by using their full name; thus,
toggleai is synonymous with
tai, and
getactorvalue is synonymous with
getav. In most cases, the long command is an obvious progression from the abbreviation. Also, most
setSomething commands have a counterpart
getSomething, even if the counterpart isn't shown here.
Some commands require a form ID. Most articles on objects provide the id or ids for those items. In addition the help command can be used to locate ids.
Help "elven sword" 0 would provide a list of all game objects with 'elven sword' in the title. This can be used for items, spells
Help firebolt 0, or perks
Help juggernaut 0 .
|If you don't know what you're doing, using console commands can cause your game to malfunction! Executing the wrong command can cause your game to stop working normally; furthermore, you may not become aware of such malfunctions right away, and you may not be able to trace their cause. They can cause problems like making quests impossible to complete, altering your game's display, all kinds of game behaviors, your ability to play your character, and your ability to play the game at all. Solutions are not always easy, and may involve losing saved games or reinstalling your game.
Create a permanent saved game before using the console. (This mitigates only some kinds of risks.) If you need to use the console to fix a glitch, try to use the least powerful command possible.Your best bet for help if your game is crashing or not operating properly due to a console issue is on the producer's official forums. You may see if someone in the wiki's irc chatroom has a suggestion. You may not get any kind of answer right away, or a solution at all. You might also try asking a question on this article's talk page with the same idea: you may or may not receive a timely reply to your question or problem, and you may not receive a solution at all.
Accessing the Console with Non-English Keyboards
If you are using a non-US keyboard, the tilde (~)/grave accent (`) key might not work, or there may be no tilde key. Often, the key used is the key below Esc and above Tab (↹), where the tilde/grave key is on a US keyboard. See the following table for specifics:
|The hat character is usually used together with a normal letter to create letters like ê or ô. To avoid problems, hit the space bar after opening the console, then delete the ^ that appears.
|If you want to type "0" you must type the one from your numpad. Otherwise, the console will close.
|Turkish Q
Another possible solution is to install AutoHotKey and set up a shortcut to send the tilde key code the game is expecting. Add the following lines to your AutoHotKey script and it will map F12 to grave accent (`) and Shift+F12 to tilde (~). (The grave accent (`) key is the same physical key as tilde on US English keyboards.)<pre style="width:; white-space:-moz-pre-wrap; white-space:-pre-wrap; white-space:-o-pre-wrap; white-space:pre-wrap; word-wrap:break-word; ">; Map grave accent/tilde key (`/~) F12::SendEvent {vkC0sc029} +F12::SendEvent +{vkC0sc029} ; On some systems you may need to use the less optimal mapping F12::~
How to Read the Command Table
When a command requires arguments (e.g.,
additem <Item ID> <qty>), the brackets <> indicate that <ID> should be replaced with the appropriate ID, and <qty> with the appropriate quantity. The brackets are not part of the syntax. So
additem <ID> <qty> becomes
additem 0002299c 1.
Furthermore, all REFIDs, faction, weather etc can be entered without the leading zeros, eg:
additem 2299c 1 has the same effect as above.
Toggle Commands
|These commands toggle settings on and off.
|Toggle animator camera
|Toggles a 3rd person camera mode that lets you rotate and zoom the camera around the player without changing the direction the player model is facing.
|Player Spell Book
|Gives the character a complete spell book, including the shouts, and unlocks bestial abilities. Dragon souls are still required for shouts. This can crash Skyrim.
|Shows 1st person model in 3rd person
|This only works in 3rd person. It shows your 1st person arms behind your character in 3rd person. You control the 3rd person model, but the 1st person arms mimic your swings. It looks like you're controlling a character that's controlling another character.
|sucsm <number>
|Changes the speed of the free-flying camera (UFO cam)
sucsm 50 after typing
tfc will allow the camera to move about five times faster than its default speed. The full command name is "
|Toggle AI
|Toggles AI (Artificial Intelligence) processing off or on. This command is targeted; if no actor is selected it will turn off/on AI processing globally.
|Toggle controls driven
|If used when highlighting an NPC, will transfer control to said NPC, but any command input will be passed in addition to the player unless
player.tc is used to remove control.
|Toggle Combat AI
|Toggles Combat AI processing off or on.
|Toggle collision (clipping, noclip)
|Essentially, you can fly. Point in a direction and move wherever you want. You can also move through buildings and even the landscape. This command is targeted; if no actor is selected it will turn off collision for the player while keeping other actors stuck in place. It is possible to deselect any target reference by double clicking the same object or area in the landscape, which will cause "tcl" to default itself to target the player.
|Toggle AI Detection
|Disables and enables AI detection, meaning if it is toggled off, NPCs won't be able to "see" you, or anyone else, even if you're right in front of them or attacking them.
|Toggle End-Of-Frame ImageSpace
|Disables blur, contrast adjustment, fades back in from a black screen, and a few other things. Will give a huge framerate boost on "weak" video cards, at the expense of some prettiness.
|tfc <1>
|Freeflying camera
|Sets your controls to move the camera around, instead of the player. Use with 3rd person view to get a good look at your character. Adding the "1" tag at the end freezes all the environment, but still allows you to move around with the camera.
|Toggle Fog of War
|Toggles display of unexplored areas on the local map. Has no effect on the world map.
Note: There seems to be a bug when activating this when mining or woodcutting that causes your character to disappear and not be able to attack or go in to third person. Loading a previous save before this happened seems to fix this.
|Toggle grass
|Toggles display of grass.
|Toggle god mode
|No damage taken, no magicka consumed, no stamina used, no encumbrance, unlimited arrows, no shout cooldown. You can only use this on yourself.
Note: God mode will not protect you from scripted damage, such as that from lightning in Sovngarde, or damaging light or darkness in Twilight Sepulcher or Apocrypha, respectively. It also will not prevent you from contracting a disease.
|Toggle immortal mode
|Everything behaves as normal except you cannot die as a result of being reduced to 0 health. You can only use this on yourself. If you are decapitated or bitten and thrown by a dragon while using this, it can have some quite frustrating results (e.g. you will walk around with your head cut off).[verification needed — see talk page]
|Toggle LOD
|Dramatically reduces draw distance for a performance gain and might solve glitches related to LOD.
|Toggle menus (HUD)
|"Menus" refers to the Heads-Up Display (HUD) on the screen: the health/magicka/fatigue meters, your current weapon and spell, the compass, etc. This also removes the cross-hair if it's present. This command is useful for taking screenshots without all the clutter.
Note: the
Also see
|tmm <nn>(,<nn>,<nn>)
|Show/hide all map markers
|<nn> should be 1 to show all markers, or 0 to hide all markers. Hiding markers hides ALL markers - including the city markers that are automatically visible at the beginning of the game. When adding markers, the 2nd parameter determines if the ones you add are set as discovered (1, default) or not (0), and the 3rd is all (1) or all but hidden (0,default) (e.g., to add all undiscovered markers without fast travel, enter
tmm 1,0,0).
|Toggle sky
|Toggles display of the sky.
|Toggle script processing.
|Toggles script processing off or on globally.
|Toggle trees
|Toggles display of trees.
|Toggle wireframe
|Shows wireframe in red or opaque.
|Toggle water system
|Toggles display of water (display underwater remains unchanged).
Targeted Commands
|These commands require a target reference. Select one with the mouse in the console, use the
prid command, prefix the command with
player to target the player character or prefix the command with a RefID to target something else.
|additem <item ID> <count> <flag (optional)>
|Give a character the specified amount of an item
player.additem 000669A5 5 will add five leeks to your player's inventory. The effects of <flag> are unknown, but it probably refers to ownership and stolen status. Changes to an NPC's inventory will usually appear immediately if you're pickpocketing them when you open the console. It is possible to remove items with this command by using negative numbers.(Item ids: Skyrim:Items)
|addperk <perk ID>
|Give a character the selected perk
|For perk ID codes, see the page for the perk's corresponding skill, indexed at Skills. To find the perk ID code in-game, try
help <perkname> 0.
|addspell <spell ID>
|Add a specific spell to a character's available arsenal.
|Works with powers, abilities, blessings, and diseases, but not shouts. For a spell's ID code, see the page for its corresponding magic school, indexed at Spells. For other applicable IDs, see: Powers and Abilities, Blessings, or Diseases. This command does not work with dragon shouts; to add those, see the
teachword command.
Here are some examples (note how adding certain magic effects can have unanticipated consequences):
Adding certain permanent abilities this way (e.g., Ancient Knowledge) will merely add their name to the list of active effects, but will not actually give the expected benefits. That requires changing the appropriate Actor Value Indices separately.
|addfac/addtofaction <faction ID> <faction rank>
|Add a character to a faction.
|Valid numbers for the faction rank vary, but 0 will always add the actor with the lowest possible faction rank and -1 will remove the actor from the faction.
Examples for some factions that can't usually be joined in the game, are given below:
|Advance a character's level by one.
advlevel Adds one level to your character's current level. You are not given the option to increase an attribute, are not awarded any perk points, nor, obviously, will any of your skills improve. This command may therefore seem of limited value; however, remember that enemies get tougher as your level increases - so if you're a Tamriel veteran and have already cranked the difficulty to "Legendary" but still crave more of a challenge, using
advlevel to add ~10 levels to your character (that's ten levels without skill increases, attribute gains, or new perks!) should certainly make the enemies more difficult.(though remember that the loot will also be leveled)
|AdvSkill <skill> <nn>
|Advance the specified skill.
|AdvSkill registers the increase and will count toward your next levelup.
The full list of values recognized by AdvSkill is provided at Actor Value Indices. The number represents the experience level to add to the skill (e.g.,
player.advskill destruction 1 will only add 1 experience toward the next skill increase, it will not advance Destruction 1 skill level). Some skills require far more experience points than other skills, crafting skills level quickly with few points, but armor skills require much higher numbers.
See the
incPCS command for an alternative means of leveling skills, which in comparison does not use the relative-value experience points; however,
incPCS can only increase a skill by one level per use.
|completequest <quest ID>
|Complete the quest instantly.
|Be careful when using this command. Often, it merely makes the quest in the Journal become a completed quest. However, the related actors or NPCs to the quest may not recognize that you have completed a quest/task in order to give you a following quest/task. Quest IDs can be found in Quests.
|DamageActorValue <attribute> <nn>
|Damage value of attribute by <nn> amount
player.damageactorvalue health 50 causes you to lose 50 health as if you just took damage. It will still recover the same way it normally does. Attributes can become negative. Can be restored with
restoreactorvalue. This is a better option than
modAV for temporary debuffing, since it can be restored to its original value easier. Stacks with 'modAV' effects. Skills/attributes damaged with
damageactorvalue will still appear white, but will correctly restore to what they really are. Can be used to kill NPCs.
Also see
The full list of attributes is provided at Actor Value Indices
|Don't render the selected object (includes actors.)
|The object will be made invisible, collision will also be turned off and AI won't process on the object, but scripting on the object will run (unlike Oblivion, where it would instantly crash to desktop, the player can't be disabled).
Also see
|Dispel all temporary spell effects on target
player.dispelallspells dispels any magic effect on the player including buffs/debuffs (not attributes/skills changed with the console), potions/poisons, DoT effects, and activated powers (except beast form and other morphs).
|Force drop items from a character's inventory
|You may select a character and use the command
Drop <base ID> <amount> to drop any items in their inventory by force, including normally undroppable quest items. You may need to use
Showinventory to get a detailed list of items and get the correct IDs you need.
|duplicateallitems <container/NPC refID>
|Duplicate all items in the targeted container and places them in the given container.
|Example: Selecting an NPC with the mouse then entering
duplicateallitems 89c79 will copy all items in the NPC's inventory and place the duplicates into the container with refID 89c79. You can get the container/NPC's refID by clicking on them and committing the ID to memory before selecting the container/NPC which has the items you want to copy. You can also type in the refID of the container/NPC with the items to be copied before the command with a period in between instead of selecting anything with the mouse. For example, entering
a2c94.duplicateallitems 89c79 will copy all items from Lydia's inventory (whose refID is a2c94) and place the duplicates into the container with the refID 89c79.
Also see
|Render the selected object (includes actors.)
|Undoes disable, making the object and its collision and AI appear in the world again.
Also see
|equipitem <Item ID>
|Equip selected NPC with Item
|With selected NPCs you can use equipitem ItemID for use. The opposite command is unequipitem, and works with the same syntax.
Also see
|forceAV <attribute> <nn>
|Force to modify the value of attribute
|ForceAV modifies the attribute value by registering a permanent modifier (positive or negative) of the amount required to force the attribute to the stated value. Displayed player attributes modified in this way will be highlighted (default is green text) to indicate a modifier ('buff' or 'debuff') is being applied.
Also see
modAV and
The full list of attributes is provided at Actor Value Indices
|getAV <attribute>
|Get value of attribute
|This will return the value of the specified attribute (a.k.a. actor value) for the specified target. You can select a target with the mouse, or enter the refID of the target followed by a period before the command. For example,
player.getav heavyarmor will return the player's Heavy Armor skill value. For a list of all of the actor values that can be used, see Actor Value Indices.
|getAVinfo <attribute>
|Get value information of attribute
|This will print a short list of information about the given attribute (a.k.a. actor value) of the specified target. You can select a target with the mouse, or enter the refID of the target followed by a period before the command. For example,
player.getavinfo lightarmor will return information about the player's Light Armor skill, such as the base value (what it was just after character creation), any current temporary or permanent modifiers, etc. For a list of all of the actor values that can be used, see Actor Value Indices.
|getlevel <target>
|Get level of target
|Gets the level of the targeted character or creature.
|GetLocationCleared <locationid>
|Check an area's clear code.
|0 = not cleared, 1 = cleared. You must use the location id, not the name; for example,
GetLocationCleared 00018EE2 will check Swindler's Den.
Also see
|getrelationshiprank <target>
|Get the relationship rank of two actors.
|Should range from -4 to 4. See
|getstage <quest ID>
|Show the current active quest stage.
|Shows the current stage that the quest is at based on the game's internal stage numbering.
|hasperk <perk ID>
|Check if the selected actor has a perk with the selected ID
|For perk ID codes, see the page for the perk's corresponding skill, indexed at Skills. To find the perk ID code in-game, try
help <perkname> 0.
|incPCS <skill name>
|Increase the given skill to the next level.
|For example, entering
incpcs lightarmor will increase the player's light armor skill to the next level. No integer or variable may be used after the command - it can only be used to increase a skill one level at a time. Using this command will lead to a normal increase in the player's level with attribute selection and a perk point, unlike the
advlevel command.
As an alternative to
incPCS, see the
advskill command. By comparison,
advskill uses a more complex leveling system but can be used to advance a skill by any number of levels at once.
|kill <Actor ID (optional)>
|Kill the selected actor (NOT the optional Actor ID).
|Open the console, click on the actor you want to die, type
kill and press Enter. Entering an optional Actor ID will treat that actor as the person who killed the target[verification needed], which can cause other NPCs to attack the actor as they would a murderer. Specifying the Player as the Actor ID will assign blame to the player, counting the kill as a murder if the target was non-hostile and possibly incurring a bounty if other NPCs witness the death.
Some actors (primarily NPCs, not creatures) can be flagged as "essential" by the game and thus will not die. In this case, the character will instead crouch and stumble around for a while; however, this stumbling can usually be ended early by using the
|lock <level>
|Lock targeted object (i.e. door, container) with a difficulty of <level>.
|Values of <level> will display in the tooltip for the locked object as follows: 0 - 25: Apprentice, 26 - 50: Adept, 51 - 75: Expert, 76 - 100: Master, 101+: Requires Key.
|Delete an object.
|Deletes the targeted object the next time the area (cell) it resides in is reloaded. Useful for removing specific unwanted furniture/decoration from homes. Be careful as there's no way to restore deleted objects. Objects marked for delete will show [D] next to their ref ID if you re-target (re-click) them. Can be used to remove Ash Piles and Ghost Remains, which otherwise never get removed from the world.
|modAV <attribute> <nn>
|Modify value of attribute by <nn> amount
|ModAV modifies the attribute value by registering a permanent modifier (positive or negative) of the value stated. Displayed player attributes modified in this way will be highlighted (default is green text) to indicate a modifier ('buff' or 'debuff') is being applied.
Also see
forceAV and
The full list of attributes is provided at Actor Value Indices
|moveto <actor ID>
|Move a character to specified actor and vice versa.
|Example 1 - move Player to an object or NPC:
player.moveto 0002BFA2. Using this code will instantly teleport you to Hadvar's position. You must use RefID
Example 2 - move an object or NPC to the Player: type
|movetoqt <quest ID>
|Move to quest target
movetoqt da01. Using this code will instantly teleport you to the target (i.e., the marker on the map) of the quest. It does not advance the quest in and of itself, but may bring you into a situation which might immediately do so. It takes you to the ultimate current target of the quest in its respective cell - so it doesn't just take you to the next doorway you need to go through. It doesn't skip over to the final stage of the quest, either - you are delivered to the target of the current stage of the quest. Use caution, as you will be placed right on top of or as close to the current marker as possible, which may position you in the middle of a group of enemies, or on top of a trapdoor, etc. See the main index of Quests for the quest ID codes.
|openactorcontainer 1
|Open a character's inventory.
|Opens selected NPC's inventory to allow the player to add/remove items as if it were any other container.
|paycrimegold <0-1> <0-1> <faction ID>
|Pay the bounty.
|Pay the bounty for the faction targeted NPC belongs to (the bounty gold will be removed from your inventory). The first 0-1 choice refers to being sent to jail: entering 1 will let you be teleported to the respective faction's jail, entering 0 won't. The second 0-1 choice refers to keeping your stolen items: entering 0 means you do not lose your stolen items, entering 1 means you do. If you don't add any choice you will be sent to jail without losing your stolen items. The faction ID is needed if you can't target an NPC. May also help in case guards attack you on sight. Faction ID's are given below:
|placeatme <actor/object ID>
|Spawn specified actor or object at current position.
player.placeatme 000fea9b. Using this code will instantly summon an instance of an object or NPC at your position. The above example summons a dragon. Not recommended for named NPCs. This code uses the Object (base) ID and not specific reference ID as it is creating a new instance of that object/actor in the world; using it with named NPCs can result in duplicates unless the original was somehow removed.
Also see
moveto which can summon named NPCs by refID using the following commands:
prid RefID &
moveto player
|playidle <idle ID>
|Play an animation (idle) on the specified actor.
playidle IdleOffsetArmsCrossedStart. See the list of idles.
|pushactoraway <actor ID> <number>
|Push an actor away in a random direction.
pushactoraway 14 1337. Will push or launch your character in a random direction. If you enter negative amount, example:
pushactoraway 0001A6B8 -200, will pull the selected actor to your character position.
|recycleactor <destination reference (optional)>
|Revive/Reset targeted NPC or object.
|Can be used to reset an NPCs reference/revive dead NPCs. If you've already looted a corpse, they may come back headless (especially Nords). Their inventory isn't reset, except for their weapon. Enemies will prioritize other NPCs of opposing factions (like Stormcloak vs Imperial), and ignore the player until the opposing NPCs are dead. The optional Destination Reference is untested, probably refers to coordinates or a cell id.
|removeallitems <actor or container ID>
|Remove all items from a character's inventory.
player.removeallitems will remove all items from your character's inventory or "removeallitems <click on character> for remove all items of particular character. Optionally, after the command, enter the reference ID of an actor or container to transfer all the items in question into the referred actor/container.
Also see
|removeitem <item ID> <count>
|Remove the specified amount of an item from a character's inventory.
player.removeitem 000669A5 5 will remove five leeks from your player's inventory. Changes to an NPC's inventory will usually appear immediately if you're pickpocketing them when you open the console.
|removeperk <perk ID>
|Remove the specified perk from a character's skills.
|For perk ID codes, see the page for the perk's corresponding skill, indexed at Skills.
Important note: To remove perks from an established tree, you will need to backtrack through the entire tree. Meaning, start from the top and work your way down. In perks with ranks, you will need to remove rank 5/5, then 4/5, etc. Also, using removeperk will only remove the perk. It will not refund the perk points.
|removespell <spell ID>
|Removes a specific spell from a character's spell book. Also works with powers, abilities, blessings, and diseases, but not shouts
|For a spell's ID code, see the page for its corresponding magic school, indexed at Spells. For other applicable IDs, see: Powers and Abilities, Blessings, or Diseases.
|Reset an NPC's AI.
|Can be used to calm down a non-enemy NPC if you attack them. In battle, the enemy is forced to sheath their weapon, then pull it out again and reacquire their target.
|Restore a character to full health.
player.resethealth Restores your health to 100%
|Reset a container or a character's inventory.
|Resets a character's inventory to its default. Example: If you use
removeallitems on an NPC and enter
resetinventory everything will respawn and re-equip to its defaults. Can be used to pickpocket the same item multiple times. Works on dead NPCs and containers/chests, so you can loot the same corpse/container multiple times. Containers are slightly randomized, so items may vary depending on the containers loot settings.
|RestoreActorValue <attribute> <nn>
|Restore the value of attribute by <nn> amount
|Restores a damaged skill or attribute up to its normal value. Example: lose 50 health and enter
player.restoreactorvalue health 100 and you recover 50 health since it can't restore more than its normal value. Doesn't fix attributes/skills damaged by
modAV or
forceAV or
Also see
The full list of attributes is provided at Actor Value Indices
|resurrect <1>
|Resurrect target actor
|Unless you use this command the instant the NPC is killed, the game will still register the target as "Dead" and they will subsequently not be mentioned in dialogue and sometimes specifically referred to as "Dead" during a quest. Adding a tag of "1" at the end (i.e.,
resurrect 1) will make the target get up instead of vanishing and reappearing, thus allowing them to keep their equipment. [verification needed — see talk page] If an NPC's corpse has vanished already, you will also need to enable the NPC. Using this on the player character will not dismiss the "Load last save?" screen, and the camera will behave as if you were still lying dead on the ground. However, if you use the resurrect command before the loading message appears, the player will revive, but the camera will be centered on the feet rather than the head. Note that accidentally using this command on yourself while you're still alive can also have unexpected consequences, among them losing the ability to dual-cast spells (which will be fixed on reload), and losing any blessing effects (but not the blessing itself - which can be complicated in the case of Standing Stones. The game will not let you restore that Standing Stone power unless you first visit another Standing Stone and come back.) NPCs who are dead at the beginning of the game (such as Mage) cannot be resurrected via this command.
Also see
|setactoralpha <0-100>
|Change the selected actor's alpha/opacity.
|Useful for repairing unwanted graphic glitches after adding and removing certain permanent spell effects. E.g.,
player.setactoralpha 100 will reset unwanted invisibility effects and make your character visible again.
|setAV <attribute> <nn>
|Set value of attribute
|SetAV sets the level value of the attribute to the stated value. Example: You can
player.setav block 100 to set your Block to 100 and take advantage of having a high level Block without receiving any levels (and therefore any perks). The same works for dropping the skill level. You can also do it for Health, Stamina, or Magicka etc. And you can target it for an NPC by using
prid <RefID> of an NPC first; then just type
setav health 500 to give the specified NPC 500 Health.
Also see
forceAV and
The full list of attributes is provided at Actor Value Indices
|setessential <base ID> <1/0>
|Set a character as immortal (1) or mortal (0).
|This command can be used to make any NPC unkillable. When a character set as essential takes nearly fatal damage, they collapse onto their hands and knees (Also known as Bleedout) and stumble around for a period of time, instead of dying.
Note that the base ID and not the ref ID must be used. The ref ID is what appears when clicking on an object with the console open. To find an NPC's base ID, however, you can either a) browse to their respective page (see: People and/or NPCs) or b) use the
help function in-game to search for them by name, recording whatever value matches their name under the "NPC_" category of result. Once you have the base ID, enter the command using either 1 to set him/her immortal or 0 to set him/her mortal. For example,
setessential a2c8e 1 would set Lydia as immortal.
|setgs <setting> <value>
|Set game setting.
|Doesn't seem to be preserved in saves; must be reset each time the game loads. Example:
setgs fJumpHeightMin <height> sets the jump height for the player.
|setlevel A B C D
|Set NPC level
|Just like other target commands, type
prid <RefID> of an actor/NPC first. If you prefer to click on the npc while in the command console, make sure the ID you see is of the targeted npc and not an object.
If you input
|SetLocationCleared <locationid> 1
|Set whether an area has been cleared.
|You must use the location id; if you wish to clear Swindler's Den, for example, use 00018EE2, not the name. Also see
|setnpcweight <0-100>
|Set the weight of the selected NPC and updates the model to reflect the new weight.
|Despite its name, this also works on the player's model. e.g.
player.setnpcweight 0 changes the player's appearance to be as if the "Weight" slider were all the way left. 100 would be all the way to the right. Saving and re-loading a game after it's been used on an NPC may result in neck seams, as NPC head meshes are pre-modeled and not procedurally generated to the new weight value.
|setownership <ID>
|Sets ownership of the targeted item.
|You can set the owner of the targeted item with a faction ID or a character's base ID. If you don't add the parameter, the default owner would be yourself. This can be used to remove the "stolen" tag from any items. Simply drop the item on the ground, open the console, click on the item, and enter the command. It can be difficult to select certain items. If the displayed ID code does not begin with "ff", you have not selected an item, but rather an object in the world (ground texture, light, container, etc.). Can also be used to remove the "owned" attribute of beds and gain the ownership of a stolen horse.
|setrace <race>
|Change a character's race.
|Doing this will allow you to change the race of an actor. If
player.setrace is used, you can change your own race without using showracemenu. Upon using this code, the character's hand will be bound like in the beginning of the game, but this can be undone by drawing a weapon. This will not mess up attributes/skills. Creatures are available as races as well (e.g.,
player.setrace dragonrace), but most creatures will have a buggy camera position in third person. You can get most race codes with the
help race 0 command. Use PageUp and PageDown to scroll to the races at the top of the list. Unlike most other commands, the race needs to be specified in plain text and not the race's BaseID (i.e.
player.setrace nordrace). See
setplayerrace for additional details.
|setrelationshiprank <target> <#>
|Change the relationship between two actors
|0=acquaintance, 1=friend, 2=confidant, 3=ally, 4=lover, -1=rival, -2=foe, -3=enemy, -4=archnemesis. (All other values are unassigned ranks and will default to "acquaintance.")
|setscale <#>
|Scale size of target.
|Scales the size of a chosen target. Starting from small 0.1, normal 1, and 10 at max size. Acceptable targets can be any NPCs or objects in the world. You cannot change the size of items.
|setstage <quest ID> <stage #>
|Set the current stage of the given quest.
setstage ms01 100. The
setstage command is useful for advancing broken quests, finishing quests instantly, or for skipping ahead to a certain point in a quest. You can find the quest's ID code, as well as the various stages of the quests and their corresponding stage numbers, on the respective quest page. To start, see the main index of Quests.
|setunconscious <integer>
|A value of 1 will be unconscious
setunconscious 1 makes an NPC or the player stand in place as if it's in a trance or their AI is disabled. You can do what ever you want to them and they won't react. They remain that way until you use
setunconscious 0. They will act like nothing happened, so if you steal from them and wake them back up it will be as if they didn't see anything. They can also wake up if you get their health to a critical level, and will either fight back or run away. The effect is equivalent to the player using wait and coming out of it early due to an attack.
|Display the base IDs of every item in a character's inventory.
|These IDs can be used in the console to modify a character's or the player's inventory. E.g., with five Leeks in a person's inventory,
player.showinventory will display "5 - Leek (000669A5)", and you can use
player.additem 000669A5 5 to obtain five more leeks.
|shp <parameter #1-parameter #9>
|Set HDR parameters
|The 9 HDR parameters are in floating point. Each one affects something different. The effects stay until you load a save or switch areas. Example:
shp 1.00 0 0.50 0.01 9.00 .1 .99 100 1.0000
|sifh <#>
|Set whether an actor should ignore friendly hits.
sifh 1 will make the selected actor ignore friendly hits.
|sqs <quest ID>
|Display stages of a quest
|Lists all stages of that quest and shows if a stage is achieved.
|str <0-1.000000>
|Set the refraction value of the selected target.
str 1.000000 will set refraction to its maximum value,
str 0.000001 will make the target completely invisible,
str 0.000000 turns off refraction reverting the target to its normal appearance.
str 0.000000 will completely mess up a character's eyes and eyelashes. Can be used on any targetable object from NPC/player to pieces of the architecture.
|teachword <word>
|Teach a dragon shout.
|Teaches a specific dragon shout by code. Each level of a word has a specific code. Use the
help command to find the shout's code, or see Dragon Shouts.
|unequipitem <Item ID>
|Unequip item from selected NPC
|With selected NPC you can use unequipitem ItemID for use. The opposite command is equipitem, and works with the same syntax. No error or other horrible fate seems to await you if you unequip an item the NPC doesn't have.
Also see
|Unlock the targeted object.
|Unlocks the targeted door, container, etc., including "Requires Key"-level locked objects.
|unlockword <word>
|Unlock a dragon shout.
|Unlocks a specific dragon shout by code. Each level of a word has a specific code. Use the
help command to find the shout's code, or see Dragon Shouts.
Untargeted Commands
|These commands do not require a target reference.
|Execute a batch file
|Executes a .txt file with console commands in it, handy for certain otherwise tedious actions.
|Complete all quest stages
|Finishes every quest in the game, not just the ones you've started, essentially completing the game. Not recommended for general use. May crash your game. Note: This will unlock several quest related Steam achievements if they have not been unlocked yet. See also:
|Transport to <cellname>
|Transports to the center of a named cell (coc stands for center on cell.); i.e., if you want to go to Riverwood write
coc Riverwood in the console.
coc qasmoke will transport to the Skyrim testing hall (for QA testing; inaccessible otherwise.) Note: Opening the enchanted armor and weapons cabinets may crash Skyrim.<--(note opening any weapons or armor chest at the testing hall doesn't crash the game, it just takes a moment to load all the wonderful stuff you're about to get)
You can get most location codes with the
|Transports to cell <cell x, cell y> in <worldspace>
|Transports to the center of cell [cell x, cell y] in world space. (cow stands for center on world.) The outdoor worldspace of Skyrim is Tamriel so to transport to the center of cell 5,7 in Tamriel you would put
cow tamriel 5,7 in the console. (Whiterun 4,-4 Dawnstar 8,25 Solitude -15,25 Markarth -42,0 Morthal -10,15 Falkreath -7,-21 Winterhold 27,24 Windhelm 33,7 Riften 42,-23 High Hrothgar 10,-10 (These points will put you at the stables or right in front of each city but not inside. Having god mode acitve is highly recomended if you're going to experiment with this.))
|Clear screen blood
|Removes all blood from the screen. Useful when taking screenshots.
|give back control
|Removes restrictions on player's control (like movements or access to weapons or inventory). Note: If used in carriage at the game start, unexpected bugs may occur or the game may crash.
|Set fov <angle>
|Will change the Field of View to <angle>. Default is about 65 and using the command with no value will set the fov to 75. This change will reset if the game is restarted or if settings are changed by the Launcher. Values between 80 and 107 may be most suitable for wide screen PC users. 180 is the maximum, values higher will be accepted, but will still have the effects of 180.
|Force Weather
|Changes the current weather to the specified value (NOTE: Using this command will NOT permanently change the weather). It is only temporary, and will reset after some moving around. Typing ,1 after the formid without spaces will prolong the weather of your choice (for example,
fw 10e1ec,1). Valid formids are:
|GetGlobalValue <Variable>
|Returns the value of a single global game setting.
GetGlobalValue DragonsReturned would tell you whether or not random dragon attacks will take place. See
|GetInCellParam <Cell ID> <Object ID>
|Checks if an object is in a specified cell.
GetInCellParam 5de24 14 would tell you whether or not the player is in helgen keep. getincell >> 0.00= not present, 1.00=present. Can be used to confirm if your character or an NPC is in a particular cell.
|GetPCMiscStat <Stat>
|Returns the value of the (typically meaningless) stats shown in the ESC menu.
|Shorthand is
GetPCMS. Example:
GetPCMS "barters" would tell you how many times you've gone shopping or
GetPCMS "days as a werewolf" will tell you how many days you have been a werewolf. The quotation marks are required in the command to properly identify multiword stat IDs.
|Returns the IDs of all items, spells, game settings, etc. which have the entered text in their name.
|This is a useful command to find the item ID of an object, which can then be used with other console commands.
|Kill all actors.
|Kills all loaded (in currently rendered cells) non-essential actors (NPCs and creatures) immediately. Essential actors will be knocked down. The code
killall can be used for identical effect.
|Loads <name> gamesave.
|Loads the corresponding save. E.g.:
load autosave1 will load last autosave. If the name contains spaces, it must be enclosed in double-quotes, E.g.:
load "My Skyrim Save"
Useful when stuck, or if showracemenu is opened. See also:
|ModPCMiscStat <Stat> <nn>
|Adjusts the value of the (typically meaningless) stats shown in the ESC menu by <nn> amount.
|Shorthand is
ModPCMS. Modifies the Player Character Miscellaneous Statistic value by registering a permanent modifier (positive or negative) of the value stated. Example:
ModPCMS "days as a werewolf" -100 will modify how many days you have been a werewolf by a negative 100. The quotation marks are required in the command to properly identify multiword stat IDs.
|Purge cell buffer
|This will free up used memory, often times increasing fps after any given amount of time in game. Best used while in interior cells. However, since it purges cached cells, any cells you visited in the recent past will have to be reloaded completely when reentered.
|playercreatepotion <MGEF ID#1> <MGEF ID#2 (optional)> <MGEF ID#3 (optional)>
|Creates a potion with up to 3 effects.
playercreatepotion 6b10C gives you a potion of improved nighteye for X seconds. Alchemy Skill determines effect magnitude(based on alchemy skill 1=1%/1Pt,) and duration(duration = Alchemy Skill +1 Sec). Some MGEF effects don't work with potions.
|playerenchantobject <object ID> <MGEF ID> <MGEF ID (optional)>
|Spawns an object with specified enchantments
playerenchantobject 136D5 109637 109637 would give you imperial armor with two magic resist enchantments.
The Magnitude used for any magic effect is set to your enchanting skill, so 85 enchanting skill = 85% magnitude,85 damage/+85 health/magicka/stamina, 85+1 sec duration(weapons only).
Any effect with an MGEF ID can be added, including special effects normally restricted to NPCs and some perk effects. Perk MGEFs don't show up on equipment or passive effects, but still work. They also use enchanting skill instead of the perks usual value, and stack with the real perk.
Weapons made through the console will always have about 11.5 charges(regardless of enchanting level), and can be recharged. Some effects don't require charges unless grouped with an effect that does require charges. When used on weapons some MGEF are toggled on hit(first hit= on,second hit= off), like improved nighteye.
Enchanted weapons/equipment created with this command cannot be disenchanted, the game will tell you that you already have the effect.
|prid <RefId>
|Pick reference by ID
|Select an existing copy of an object/creature/NPC using its reference FormID (the one associated with that particular placed object). All subsequent targeted commands will use this object as the target. This is the same as clicking on the object in the console, but can be used even if the object is invisible or in a different area. Shorthand for
|Fast quit.
|Quits Skyrim to desktop immediately without further prompting. This sometimes results in crashing or mouse click problems. Mouse problems can be resolved by re-opening and closing Skyrim.
|resetinterior <cellid>
|Reset an entire cell.
|This command will reset an entire dungeon or location to default, including monsters, traps, chests and loot. E.g., ResetInterior Stillborncave01 or ResetInterior 00015206 would reset the dungeon Stillborn Cave to default; all monsters, traps, and loot would be respawned. If you reset a cell you have just been to, you'll need to use pcb command (purge cell buffer) as well, or the game will reload the buffered version of the cell, with all the modifications you've made to it. Both editorID and formID are acceptable in this command. Using this command in player homes appears to reset the furnishings without clearing the contents of initially empty containers, however, all weapon racks and cases will be empty and mannequins will need to have their inventories removed and replaced. (viz., the bedroom chest)[verification needed]
|Refreshes all settings.
|This command loads and re-applies all settings from Skyrim.ini and any .ini with filenames matching currently loaded .esp files.
|resetquest <questid>
|Reset a quest.
|This command will reset a quest. This command will set all stages of the quest to 0.
|Start all quests
|Begins every quest in the game and adds them all to your journal. Not recommended for non-experimental use due to the large number of quests. May crash your game. Note: This will unlock several quest related Steam achievements if they have not been unlocked yet. See also:
|Write <name> gamesave.
|Save game to a named save <name>. If the name contains spaces, it must be enclosed in double-quotes, i.e.
save "My Skyrim Save" Note that this will overwrite an existing save of <name> without prompting.
Appending the parameter "1" will create a file <name>.ess.txt and open a texteditor upon it. This textfile contains a lot of dumped data and takes a while to write out (15 minutes observed) - the console and game is unresponsive during that. See also:
|Save settings to file.
|This command saves all current settings to an ini file in the Data folder. The file will be named after the last loaded plugin, and will thereafter only automatically load if that plugin is included in the load order.
|set to
|Sets a global variable
|Sets the value for a global variable. See
|Set player race.
|Doing this will allow you to change your race without using showracemenu. If ID is not provided race menu will appear.
You can get most race codes with the
|set playeranimalcount to <qty>
|sets number of animal followers
|used to remove a lost pet from your party
set playeranimalcount to 0
Note: doesn't remove any actual follower, just reset the count to the selected number (1 or 0). If used with a animal follower next to you that isn't lost, you can recruit another one.
|set playerfollowercount to <qty>
|sets number of followers
|used to remove a lost follower from your party
set playerfollowercount to 0
Note: doesn't remove any actual follower, just reset the count to the selected number (1 or 0).
|set timescale to <qty>
|sets the speed of how fast time advances in-game
|Default value is 20. Setting the value to 1 will make time advance at the same rate as the real world. Values down to 0 are possible, where less than 1 represents game time at a fraction of real time and 0 freezing the time of day completely.
Note: NPCs are unable to cross cell boundaries when timescale is less than 1. Fast traveling while timescale = 0 may also prevent your game from loading properly.
|Switches the player or an NPC's gender
|Switches the player's gender; does not require a value. Can be used on an NPC if you target them. A fun thing to note is that this code does not change the face and voice of a character. Can be used on mannequins to show female outfits. It is possible to use this command to fix the lingering sound effect bug that some characters seem to suffer, just remember to use the command twice to return to your original gender.
|Changes the Gametime Multiplier to a specified value for slow motion, and fast forward type effects
|Allows you to control the gamespeed, making it easier to capture screenshots of action on slower speeds. Causes issues above 2.0 and below 0.10, except when 0. This is different from timescale as timescale does not affect combat and movement and dialog where this setting does. Example: sgtm 2 will make the game run in fastforward. Note: This setting is automatically reset back to 1 (default) when killmoves are executed.
|Shows all current game variables
|This will list all current game variables, which can then be changed with the
set command. You can scroll through the list with the PgUp and PgDown keys.
|Shows a message
ShowMessage 000A81FF will display the "Playtesting Temporary Message."
|Opens the character creation menu.
|Note: Using this command to alter one's race will reset skills and health/magicka/stamina to default levels. This command can be safely used to alter a character's appearance without causing any unwanted side-effects as long as race is not changed. However, it should be noted that upon completing your changes and choosing a name for your character, all temporary active effects (such as Gift of Charity or shrine blessings) will be removed. Racial resistances will no longer be listed in Active Effects until the game is loaded from the main menu, at which time racial resistances will be automatically reapplied. Permanent active effects such as those from guardian stones or perks will not be lost. Active effects granted from enchanted items will not be listed until the items are re-equipped.
|showracemenu <race>
|Changes the player's race.
showracemenu bretonrace will make your character into a Breton. This variation of
showracemenu doesn't actually show the race menu, but instead works like
setplayerrace <race>. Skills bonuses/powers change to reflect new race, but it messes up skills/attributes like
showracemenu past lv1. Setting race to 'nordrace' from any other race seems to result in a no head glitch unless used from the chargen menu.
|spf <file name>
|Save PC Face
|Saves the player face i.e. slider settings in showracemenu into a text file in Skyrim folder, which can be later imported into Creation Kit. Do not use any file extension, .npc will be added automatically.
|Itemizes quest objectives and their states
|Shows a human friendly list of active and completed quest objectives for currently active quests
|List quest ids and targets
|List all active quest IDs and their targets. Useful for finding the "questID" parameter for targeted quest commands such as
movetoqt <QuestID>
|stp <unknown1> <unknown2> <unknown3> <chroma>
|Set tint parameters
|The chroma value ranges from 0 to 1 and is inverted, so
stp 1 1 1 1 produces a black & white image, while
stp 1 1 1 0 disables tint filtering altogether.
All Known Commands
Using Batch Files With the bat Command
Skyrim provides a simple batch file mechanism so you can customize your game play quickly and without repeatedly typing console commands.
Ex.: bat mybatchfile; runs all of the console commands in the file Skyrim\mybatchfile or Skyrim\Data\mybatchfile.txt. Notice that the file you put in Skyrim directory mustn't have an extension, while the one in Skyrim\Data needs .TXT extension. The second option is preferable - first because you don't need to change file extension and second because it keeps the root directory clean. Also a file that goes to Data folder can be shipped along with mod and placed by all Mod Managers.
To use the feature you:
- Create a text file that contains a list of console commands (one per line).
- Place the file in your Skyrim installation directory or in Skyrim\Data.
- Start the game.
- Bring up the console.
- Type
batfollowed by the name of your batch file, for example
bat mybatchfile.
Skyrim batch files are lists of console commands that are run one after the other. They have no loops, tests, or other logic and execution doesn't stop if there's a problem with one of the commands. You can create any number of batch files, each with its own purpose.
Guidelines for Using Commands in Batch Files
Most Skyrim console commands can be run from a batch file. For example:
- Toggle commands work in batch files. These include showing and hiding NPC conversation subtitles (ShowSubtitle), turning on and off grass display (TG), enabling and disabling god mode (TGM), and so forth.
- Targeted commands with an explicit reference work fine. For example, you can use
Player.Additem f 1000in a batch file to add 1000 gold to your inventory. If you want to give Lydia 1000 gold, use
A2C94.Additem F 1000(
A2C94being the Reference ID of Lydia).
- PRID (Pick by Reference ID) selects an item, NPC, etc. Using PRID to select an NPC before performing additional commands that you want to apply to that NPC works fine, for example
prid a2c94then
setclass 13176will cause Lydia to level up correctly.
- Miscellaneous commands such as FOV or FW can also be run from batch files.
- The
COCcommand cannot be run from within a batch file (the game will crash to desktop). [verification needed — see talk page]
Example for using a Batch File to create an alternative start
With the above method you can actually create an alternative start to the game. In addition to a batch file, you also need to edit the
Skyrim.ini file, which can be found in your
C:\Users\YOUR_USER_NAME\Documents\My Games\Skyrim folder.
- Open your
Skyrim.inifile and add the line
SStartingCell=WhiteRiverWatch01under the
- Adding this line causes Skyrim to bypass the Continue - New - Load - Credits - Quit screen, and starts a New game - without the prisoner video sequence. Once you have created a new character, you will need to remove it again.
- Create an empty .txt-file in your Skyrim folder (where the
TESV.exeis located) and name it
bandit.txtin Skyrim\Data\ folder).
- Paste the code sniplet below the numbered list into the new file.
- Start a new game and you will not see the intro but stand within the White River Watch cave.
- Open the console and type
bat bandit.
- Create your character.
Code to copy into the
bandit file:
player.removeallitems ;Leather Armor, Bracers and Boots player.additem 3619e 1 player.equipitem 3619e player.additem 13921 1 player.equipitem 13921 player.additem 13920 1 player.equipitem 13920 ;Steel Sword and Shield player.additem 13989 1 player.equipitem 13989 player.additem 13955 1 player.equipitem 13955 ;Hunting Bow and Iron Arrows player.additem 13985 1 player.additem 1397D 25 ;Gold and Lockpicks player.additem f 100 player.additem a 15 ;Bandit Ally Faction player.addtofaction e0cd9 0 ;Create Character showracemenu
Using this method you can visit Helgen before it is destroyed and you can also do the side missions, but without further editing the main quest will not start (see the Quest Stages section of Unbound to find out how to start the main quest anyway).


text:
Episode:Homecoming: Difference between revisions
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[[Image:Sylar haitian eden.jpg|thumb|right|[[Eden]] and [[the Haitian]] suppress [[Sylar]].]]
[[Image:Sylar haitian eden.jpg|thumb|right|[[Eden]] and [[the Haitian]] suppress [[Sylar]].]]
Sylar climbs a hill to escape.
Sylar climbs a hill to escape. Eden is leaning against a tree. her his hand [[|]] her [[persuasion]]Sylar that he doesn't want to hurt her and that to tell her all about himself, he to sleep. [[Haitian]] surprises Sylar andhis .
As [[Odessa deputy|the police]] arrive, Peter finishes reorienting his mangled foot. The police draw their weapons and noticing all the blood on Peter arrest him. Peter tells them that "he's getting away."
As [[Odessa deputy|the police]] arrive, Peter finishes reorienting his mangled foot. The police draw their weapons and noticing all the blood on Peter arrest him. Peter tells them that "he's getting away."
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==Memorable Quotes==
==Memorable Quotes==
"''Peter has got all these...ideas in his head
"''Peter has got all these... ideas in his headdelusions of grandeurthinks he's supposed to make a difference.''"
: - [[Nathan
: - [[Nathan]]
"''Congratulations, Claire!''"
"''Congratulations, Claire!''"
"''Thanks so much!
"''Thanks so much! I don't know that girl.''"
: -
: - school student, [[Claire]]
"''Everybody who wasn't my friend is now my friend and everybody who... was my friend isn't!''"
"''Everybody who wasn't my friend is now my friend and everybody who... was my friend isn't!''"
"''It's not a popularity contest, it's an unpopularity contest! 'Cause you rocked the
"''It's not a popularity contest, it's an unpopularity contest! 'Cause you rocked the freak vote.''"
"''I what?''"
"''I what?''"
|Line 104:
|Line 104:
"''Look, everyone who was like Jackie voted for Jackie and everyone who isn't voted for you! And, in this school, the unpopular vastly outnumber the popular. It made for a good campaign strategy.''"
"''Look, everyone who was like Jackie voted for Jackie and everyone who isn't voted for you! And, in this school, the unpopular vastly outnumber the popular. It made for a good campaign strategy.''"
"''You campaigned for me? Why? You think all this...
"''You campaigned for me? Why? You think all this... school spiritstuff is stupid.''"
"''I never say it was stupid. I said it was beneath you
"''I never say it was stupid. I said it was beneath youobviously it's important, sowhatever. Now you have a little piece of your old life back. Just don't start acting like a bitch again.''"
: - [[Claire]], [[Zach]]
: - [[Claire]], [[Zach]]
"'''' it
"''Exactlygotta embrace your inner freak. Because the only thing you'll regret is denying who you really are''"
: - [[Claire]], [[Zach]]
: - [[Claire]], [[Zach]]
"''Darwin said, '
"''Darwin said, 'scientific man ought to have no wishes, no affections; a heart of stone.' That's me, [[Mohinder]]it's not you. Go home.''"
: - [[Chandra]] (in [[Mohinder]]'s [[dream manipulation|dream]])
: - [[Chandra]] (in [[Mohinder]]'s [[dream manipulation|dream]])
"''Are you the one? Saving you, did I [[message|save the world]]?''"
"''Are you the one? Saving you, did I [[message|save the world]]?''"
"''I don't know... I'm just a [[cheerleader]].''"
"''I don't know... I'm just a [[cheerleader]].''"
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* The dummy that was used for the mutilated corpse of the [[:Image:Sylars_victims_unnamed_man.jpg|unnamed male in the photo]] Mr. Bennet showed Eden shares a striking resemblance with the dummy used for [[:Image:IsaacFutureDeceased.jpg|Isaac's dead corpse]] in ''[[Don't Look Back]]''. It is highly probable that the two dummies are the same.
* The dummy that was used for the mutilated corpse of the [[:Image:Sylars_victims_unnamed_man.jpg|unnamed male in the photo]] Mr. Bennet showed Eden shares a striking resemblance with the dummy used for [[:Image:IsaacFutureDeceased.jpg|Isaac's dead corpse]] in ''[[Don't Look Back]]''. It is highly probable that the two dummies are the same.
* On the noticeboard showing the chosen Homecoming Queen (Claire Bennet), the name of one member of the "Court"
* On the noticeboard showing the chosen Homecoming Queen (Claire Bennet), the name of one member of the "Court" been misspelled. Tamara 's name has been typed with three "E"s
==See Also==
==See Also==
Latest revision as of 22:09, 26 April 2016
|Episode number:
|First aired:
|November 20, 2006
|Written by:
|Adam Armus
Kay Foster
|Directed by:
|Greg Beeman
|Previous episode:
|Seven Minutes to Midnight
|Next episode:
|Six Months Ago
|We are, if anything, creatures of habit. Drawn to the safety and comfort of the familiar. But what happens when the familiar becomes unsafe? When the fear that we have desperately been trying to avoid finds us where we live.
- Claire and Jackie come under attack at Homecoming.
- Despite Nathan's best efforts to protect him, Peter finds the missing painting he's been looking for, thanks to Simone.
- Ando continues to wait for a vanished Hiro.
- As Jessica plots revenge, Micah convinces D.L. that Niki needs their help.
- With the help of Sanjog Iyer, Mohinder finds proof of extraordinary powers and chooses his destiny.
Story Development
|Charlie's birthday party · Homecoming (event) · Jackie's newspaper clipping · Jessica's rifle
A group of Union Wells High School cheerleaders, led by Jackie, head to the stands outside for lunch. Separately Claire and Zach head to the stands. As they walk to the stands the other cheerleaders glare at Claire and Zach and appear to start talking about them. The principal comes outside to post the winner of Homecoming Queen. Claire initially dismisses it even though Zach tells her she's a finalist. As the other cheerleaders follow Jackie, Claire also goes to check the announcement. Jackie criticizes Claire for running for homecoming queen since she was responsible for the accident that crippled the star quarterback. Despite this, the announcement reveals that Claire won and will be homecoming queen. Claire is shocked and turns around to find Zach and the rest of the "unpopular" kids at school cheering her name.
In Manhattan, Nathan opens up the painting that he asked Mr. Linderman to ship to the gallery. Simone tells Nathan that Peter believes Isaac can paint the future. Examining the painting, he asks if the figure in it is supposed to be Peter, but Simone doesn't know. Simone tells him that Peter believes that he needs to be there to save the cheerleader and that if he does he'll save the world. Nathan's clearly not convinced and asks Simone if that's the only copy, and Simone tells him it is. Nathan tells Simone that Peter has deluded himself into believing that he's supposed to make a difference. Nathan pours a bucket of paint over the painting. Simone protests, but is unable to stop him. Nathan tells her he's saving Peter's life.
In the Nevada desert, Jessica Sanders is firing a high powered rifle at a paper target. She queries about the range of the rifle and the seller comments that she must "really hate the guy." Jessica tells him that he took her son. She tells him that the cops can't stop him, but that she can as long as he can't see it coming. She pays for the rifle and looks in the side-mirror of a van. She sees Niki with a concerned look on her face. Jessica smiles and tells the reflection that they're "going hunting."
D.L. and Micah arrive at a café along Highway 12 in Utah. Micah continues to try to convince his dad to go back to his mom, but D.L. tells him it's not safe. He tells Micah that the two of them are going to be partners from there on out. Micah compares themselves to Batman and Robin, and D.L. comments that he's not going to be wearing any tights. D.L. gets out and as he approaches the café a police car pulls up. To detract attention, he buys a newspaper as the cop enters the café. After the cop enters, D.L. leaves the newspaper and returns to the car to find Micah missing.
In Chennai, India, Mohinder and Nirand discuss the dreams Mohinder has been having. Nirand remains skeptical and claims they were simply dreams, but Mohinder tells him that in the dreams they were discussing the sister he never knew he had. Nirand, quoting Freud, thinks it's just information from his subconscious. Mohinder shows Nirand Sanjog's file and tells him it says that the boy can enter other people's dreams. Nirand continues to be skeptical and tells him he must have seen the file sometime in the past. Mohinder tells him that they need to find the boy.
Peter meets Simone at Isaac's apartment. Simone tells him that Nathan had the painting Peter wanted shipped there. Simone shows him the destroyed painting and tells Peter that Nathan said he did it to protect him so that he wouldn't get himself killed. Peter asks Simone to describe the painting to him. He tells her that people are counting on him and he has to try, even if it risks his life. Simone retrieves a digital copy of the original painting from her pocket book and shows it to Peter. It reveals Peter laying dead outside Union Wells High School. The clock in the background reads 8:12 pm. She asks Peter if he's the one in the picture, but he isn't sure. Simone tries to convince him not to go, but Peter tells her he has to. She tells him that Union Wells High School is in Odessa, TX, and that Homecoming is that night. Peter tells her that he'll come back.
At the Burnt Toast Diner, a cell phone rings. Ando picks it up and asks if it's Hiro. On the other end is Peter. He asks for Hiro and Ando tells him that he'll be right back. He tells Ando that he and Hiro need to get to Odessa, Texas. Ando tells him that they're already in Texas. Peter tells him that he's going to get on a flight and meet him there at the café.
Mr. Bennet examines Isaac's latest painting which appears to be a vague red figure reaching out. He tells Eden that the painting is useless. Eden explains that Isaac's a person, not a device solely for telling the future. He accuses Eden of letting her emotions get in the way. She counters that she's not the only one letting emotion interfere. He tells Eden to have Isaac paint another painting once he wakes up. Eden refuses and Mr. Bennet shows her pictures of Sylar's mutilated victims. He tells her that Sylar wants to do the same thing to his daughter and that he'll do whatever he has to do to stop him. He tells Eden to go to the high school and use paintings as a guide to find Sylar. He tells her when the time is right to neutralize him. He explains that he'll keep Claire at home despite it being homecoming.
Claire walks with Zach through the school yard. Several of the normal and unpopular kids congratulate Claire on winning homecoming queen. She tells Zach that everyone who was her friend is no longer her friend, and everyone who wasn't her friend is now her friend. Zach tells her she "rocked the freak vote" and that the number of unpopular kids vastly outnumber the popular kids, so that's why Claire won. Zach gives Claire a copy of Activating Evolution that he found on the Internet. He tells her that there's a chapter in it about spontaneous regeneration. Claire remarks that Zach is being so nice to her even though she's never been really nice to him. Jackie comes up and teases Claire, asking if "the gay boy" is her date. Jackie tells her that only one of them gets to wear the tiara. Claire punches Jackie straight in the face knocking her to the ground.
At Claire's house her dad tells her that she's grounded and cannot go to homecoming. Claire argues and asks if he knows what it'll mean if she misses this game. Her dad replies, "You'll survive." Claire continues to protest, but her father tells her that she will do what he says whether she agrees with him or not. He reiterates that she is not to leave the house tonight. Claire runs upstairs to her room. Her mother tells her father that Claire's "going to hate you for a long time on this one." Her father smiles knowingly and replies, "Let's hope so."
At a Greyhound bus stop Micah is waiting for a bus. D.L. finds him and Micah tries to run. He catches up to him and stops him telling Micah how scared he was. Micah tells him that now he knows how it felt when he left. Micah again tries to convince D.L. to go back to Niki. Micah tells him that he knows she's different, too, and says she's sick and needs their help. He tells D.L. that if he still loves her, he'll help her. D.L. agrees.
Mohinder and Nirand walk through a crowded market showing a picture of Sanjog Iyer to everyone asking if they know the boy in the picture. Nirand is nervous, worried that they'll get mugged. Mohinder shows the picture to a number of people, none of whom recognize him. Nirand continues to try to convince Mohinder to leave. Eventually a vendor tells him he recognizes the boy and will give him information for 500 rupees. Nirand claims the man is a thief, but Mohinder pays him anyway. The main points off in the distance where Sanjog is playing with a soccer ball with a group of other kids. Mohinder approaches Sanjog and tells him that he came to him in a dream the previous night. The boy explains that he doesn't come to people, they come to him when they have questions that need answers. Mohinder tells him that there are two paths in front of him and that he needs to know his destiny. The boy tells him that he already has the answer and runs off to play with the other kids again.
At the Burnt Toast Diner, Ando has yet another cup of coffee. When he gets up he notices the picture on the wall from Charlie's birthday party of Charlie with Hiro. He asks one of the waitresses about the picture and she explains that it was taken about six months ago, and that Hiro and Charlie were close, but he popped out of her life a few weeks ago.
Claire's phone rings and she checks it. Zach text messages her telling her to open her window. At her window Zach has erected a ladder. He tells Claire that he's here to rescue her. She explains that she's grounded, and Zach tries to convince her to go anyway. He manages to convince her and she tells him that he gets to be her date to the dance. Zach is reluctant for "a million different reasons". Claire asks if it was because of what Jackie said and he explains that he doesn't care what she says and he knows and likes who he is. He tells her that he likes who Claire is and wishes that Claire also liked who she was. Claire tells him that she's finally realizing who her friends are and that being different might not be the end of the world.
Peter arrives at the Burnt Toast Café and finds Ando outside reading a newspaper. He introduces himself and apologizes for being late. He asks where Hiro is and Ando explains that he traveled back in time to try to rescue Charlie. Ando tells Peter about Charlie's murder and that Hiro thinks it might be the same man who's planning to attack the cheerleader. Peter tells Ando that he knows when and where the cheerleader gets attacked and needs to stop him. He shows Ando the picture of Isaac's painting. Ando tries to find out what Peter's power is. Peter explains that he can absorb other people's powers when he's around them, but when he's by himself he's "not really anything." He glances at the clock and tells Ando that he has to go. He asks if Ando is coming, but Ando says he'll wait for Hiro and that without Hiro he's "not really anything, either."
Mr. Bennet asks Sandra where Claire is and says that she's gone. She tells him that she saw Claire and Zach running out across the lawn about ten minutes prior. He asks why she didn't try to stop her and she explains that she feels he was being way too harsh in his punishment. He tells her she doesn't know what she's done and storms out the house telling her to call him immediately if she hears from Claire.
Back in Chandra's office, Nirand tells Mohinder that he's wasting his time and that the boy is just a manifestation of his subconscious. Mohinder explains that they've already had this conversation. Just inside the door is Sanjog. Mohinder realizes this is a dream and follows Sanjog. His surroundings change and he's now watching Nirand tells Chandra the very same thing. Chandra also explains that it was more than a dream and that Sanjog can provide him with some answers. Nirand tells him he's sounding crazy. Chandra claims that many great thinkers such as Darwin, Einstein, and Gandhi were thought by some to be crazy during their time. Nirand claims that Shanti's death is what's causing Chandra to search for these answers, but that he needs to let go. Nirand warns him that if he continues on this path that the University is likely to strip him of his tenure. Mohinder's surroundings change again and he's now watching a conversation he had with his father prior to his leaving for New York. Mohinder tells Chandra he just finished reading a manuscript for Activating Evolution that he found on Chandra's desk. Chandra chastises him for taking it off his desk. Mohinder tells Chandra that he wants to help him and Chandra replies that he doesn't want Mohinder to be involved in this. Chandra quotes Darwin and claims that a scientist should have a heart of stone and that Mohinder does not. He tells Mohinder to go home. Sanjog appears before Mohinder and tells him that he has his answer. Mohinder wakes up in the office. He looks at the computer program still running with the prompt asking if he would like to quit. He presses a key and selects No. A password prompt pops up and he tries to guess the password. After a few attempts he inputs "Shanti" and it lets him in. He's presented with a list of what appears to be evolved humans that Chandra discovered, along with their locations. Mohinder begins to weep.
At Union Wells High School, Peter checks out a trophy case with a banner calling Jackie their "hero." He notices a newspaper clipping of Jackie, in her cheerleader outfit, accepting an award for rescuing the man from the train wreck. Just then Claire runs into him. Peter asks Claire if she knows Jackie and she tells him she's a cheerleader. Claire asks if he's a reporter, and he replies that he's an alumni. Claire tells him that Jackie's actually not special. When Peter points out what Jackie supposedly did, Claire just claims to be jealous and tells him that she's not winning any popularity contests. Peter tells her that things get better after high school. Peter walks outside and glances up seeing the clock and homecoming banner that's in the background of Isaac's paintings.
Another man is now looking at the newspaper clipping of Jackie's award for supposedly rescuing the man from the train wreck. On his hand is a broken watch, revealing it's Sylar.
In the locker room Jackie is pumping up the girls for the halftime show. Jackie confronts Claire telling her she thought she was grounded. Claire asks Jackie about her eye. Jackie tells Claire that she thinks Claire's a menace in general. She claims they used to be best friends and asks what happened to them. Claire tells her that she's gained some perspective and is tired of being someone she's not. Jackie claims that Claire's been trying to be like her since second grade, and Claire retorts that now Jackie's trying to be her. She tells Jackie that she knows it wasn't her that rescued the man from the train wreck because it was actually her. Jackie claims she's lying, but Claire tells her she has it on tape. Suddenly the lights in the locker room go out and a shadowy figure passes by. Mr. Bennet looks around the bleachers outside where Isaac painted Claire running from something. Claire and Jackie go to leave the locker room, but Claire tells her not to go that way. She grabs Jackie and pulls her through the locker room. Jackie protests and suddenly Sylar grabs her by the neck, pins her against a locker, and lifts her up in the air. Claire jumps on Sylar, but he throws her off and sends her flying into a wall. Jackie screams and both Mr. Bennet and Peter hear her and run inside to help. Sylar covers Jackie's mouth and puts his finger in the air near her forehead. Suddenly there's a slicing noise and Jackie's skull is sliced open spraying blood everywhere. Claire relocates her mangled limbs and gets up. Sylar sees her regenerating and drops Jackie. Claire runs out of the locker room and into Peter again. Sylar walks out into the hallway and Peter and Claire run away. Peter tells her to keep running and stops to face Sylar. Using telekinesis, Sylar rips the doors off of the hallway lockers and sends them flying towards Peter. Peter dodges a few of them and runs away with Sylar following.
Mr. Bennet enters the locker room, sees Jackie's body on the floor and initially thinks it's Claire. Claire runs into the bleachers just as Isaac's painting originally showed. The shadowy figure chasing after her turns out to be Peter, who helps her up when she falls as she's climbing the stands. With Sylar in at the bottom of the stands, Peter tells Claire to run and find a lot of people as he believes Sylar doesn't want to be seen. Claire runs off and suddenly Peter looks up to find Sylar standing right in front of him. Sylar grabs Peter and they both fall off the bleachers and onto the pavement below. The clock turns to 8:12pm and Peter lies on the pavement in a pool of his own blood. Claire comes out and finds Peter lying on the ground. Peter coughs and sits up. He twists his mangled legs back into place and Claire notices the wounds on his head regenerate. Noticing that Sylar is gone, Peter asks where he is but Claire doesn't know. Peter tells Claire to get some help. Before she leaves, they introduce themselves. Peter asks her if by saving her he saved the world. Claire tells him she doesn't know and that she's "just a cheerleader." Claire runs off for help and is found by her father. Claire tells him they have to go back for Peter and her dad tells her the police will take care of everything. He tells her she's lucky to be alive and Claire admits that it's not luck and tells him she has something she has to tell him.
Amidst the chaos, Sylar climbs a hill outside the stadium to escape. Eden is already there waiting for him, leaning against a tree. He sees her and raises his hand to strike but she lulls him into a stupor with her persuasion. This causes Sylar to stop and look bewildered at his hand, lowering it in a confused manner. Eden tells him that he doesn't want to hurt her and that he wants to tell her all about himself. But first, she adds, he must go to sleep. He slowly loses his focus and becomes mesmerized. As he is distracted, the Haitian surprises Sylar from the side and, with a hand pressed firmly to his forehead, renders him unconscious.
As the police arrive, Peter finishes reorienting his mangled foot. The police draw their weapons and noticing all the blood on Peter arrest him. Peter tells them that "he's getting away."
In India, Mohinder's mother tells Mohinder that she heard from Mira that he turned down the job offer and is returning to New York. His mom tells him that Chandra didn't tell him that he succeeded in finding the evolved humans because he wanted Mohinder to live his own life. Mohinder tells his mother that he's going to find them and tell them who they are and warn them of the dangers. His mother asks who will protect him.
At the café, D.L. tells Micah that they're heading back to Las Vegas. Micah tells him that they don't need to go because he called Niki and told her where they were. D.L. gets paranoid and tells Micah to get in the car. As D.L. gets into the car, Jessica has him in her rifle sight. She fires.
At the Burnt Toast Diner six months in the past, Charlie pours Hiro some coffee. Hiro introduces himself and tells her he's there to save her life. Her friends call her over to blow out her birthday candles. She motions for Hiro to join her.
|We are all, at our cores, the sum of our fears. To embrace destiny, we must inevitably face those fears, and conquer them, whether they come from the familiar or the unknown.
Memorable Quotes
"Peter has got all these... ideas in his head; delusions of grandeur. He thinks he's supposed to make a difference."
- - Nathan
"Congratulations, Claire!"
"Thanks so much! I don't know that girl."
- - High school student, Claire
"Everybody who wasn't my friend is now my friend and everybody who... was my friend isn't!"
"It's not a popularity contest, it's an unpopularity contest! 'Cause you rocked the 'freak vote'."
"I what?"
"Look, everyone who was like Jackie voted for Jackie and everyone who isn't voted for you! And, in this school, the unpopular vastly outnumber the popular. It made for a good campaign strategy."
"You campaigned for me? Why? You think all this... 'school spirit' stuff is stupid."
"I never say it was stupid. I said it was beneath you. But obviously it's important, so, whatever. Now you have a little piece of your old life back. Just don't start acting like a bitch again."
"Do you have any idea what it means for me to miss this game?!"
"You'll survive."
- -Claire argues with her father who makes an ironic response.
"I'm finally realizing who my friends really are and that maybe being different isn't the end of the world. It's just who I am."
"Exactly. You gotta embrace your inner freak. Because the only thing you'll regret is denying who you really are."
"Darwin said, 'A scientific man ought to have no wishes, no affections; a heart of stone.' That's me, Mohinder; it's not you. Go home."
"Are you the one? Saving you, did I save the world?"
"I don't know... I'm just a cheerleader."
Character Appearances
- The dummy that was used for the mutilated corpse of the unnamed male in the photo Mr. Bennet showed Eden shares a striking resemblance with the dummy used for Isaac's dead corpse in Don't Look Back. It is highly probable that the two dummies are the same.
- On the noticeboard showing the chosen Homecoming Queen (Claire Bennet), the name of one member of the "Court" may have been misspelled. Tamara Greeer's name has been typed with three "E"s.
- Homecoming is the first confirmation of Eden's ability. The graphic novel Life Before Eden tells the story of when Eden first discovered this power.
- In this episode Peter, is exposed to regeneration and all of Sylar's abilities. Regeneration is the first ability Peter summons away from the person he's mimicking, and telekinesis is accidentally summoned despite Peter never realizing he had it. Of all Sylar's other abilities that he was exposed to, intuitive aptitude is the only other one he ever manifests, but it takes the help of a future version of Sylar to summon it.
- In the timeline section of issue 11 of Heroes: The Official Magazine, they mistakenly say that Eden and Matt Parkman capture Sylar at the end, when it is actually Eden and The Haitian.
- Micah reveals that he has been aware of the existence of Jessica for some time, calling Jessica by name when explaining her to DL.
See Also
- For images from Homecoming, see images from Homecoming.
- For the transcript from Homecoming, see the Homecoming transcript.
- For other uses of Homecoming, see Homecoming (disambig).
- For an interview in which writers Adam Armus and Kay Foster discuss Homecoming, see here.
- For an interview in which director of photography Nate Goodman discusses his work on Homecoming, see here.
|previous: Seven Minutes to Midnight
|next: Six Months Ago
|Season Two
|Volume Two: Generations
Four Months Later... • Lizards • Kindred • The Kindness of Strangers • Fight or Flight • The Line • Out of Time • Four Months Ago... • Cautionary Tales • Truth & Consequences • Powerless
|See Also: Volume One Episodes • Volume Two Episodes • Volume Three Episodes • Volume Four Episodes • Volume Five Episodes • Heroes Reborn Episodes • All Episodes

subset: commoncrawl


text:
Dear MS students,
If you are interested in the TEACHING ASSISTANTSHIP with TUITION WAIVER for Spring 2020, please apply in OGMS (http://grid.cs.gsu.edu/~ogms/) by Dec. 16th, 2019. Please select 5 preferred courses including at least 2 courses which have lab sessions (1***/2***/3*** courses) as your preferred courses.
After login, click "Funding" on the left panel. Then click "GTA Application". Click the 'Apply' button to begin. All the fields are required. Use the email that you check regularly. Make sure to correctly input your email address (e.g., don't miss 'student' in ******@student.gsu.edu).
Best regards,
Wei (Lisa) Li, Ph.D.
Assistant Professor
Department of Computer Science
Georgia State University
25 Park Place, Suite 733
Atlanta, GA 30303


text:
- Common Name:
- Rhesus Macaque
- Scientific Name:
- Macaca mulatta
- Type:
- Mammals
- Diet:
- Omnivore
- Group Name:
- Troop
- Average Life Span In The Wild:
- 4 years
- Size:
- Head and body: 17.75 to 25 inches; tail: 7.5 to 12.5 inches
- Weight:
- 8.75 to 26.5 pounds
- IUCN Red List Status:
- Least concern
- Current Population Trend:
- Unknown
Rhesus macaques are familiar brown primates with red faces and rears. They have close-cropped hair on their heads, which accentuates their very expressive faces.
Population Range
Rhesus macaques are Asian, Old World monkeys. Their natural range includes Afghanistan, Pakistan, India, Southeast Asia, and China. A few troops of introduced rhesus macaques now live wild in Florida. These intelligent animals can adapt to many habitats, and some can even become accustomed to living in human communities. This is most common in India, where Hindus regard the animals as sacred and usually leave them undisturbed.
The rhesus macaque's typical diet includes roots, fruit, seeds, and bark, but also insects and small animals. They live in active, noisy troops that can include up to 200 animals. Though these monkeys are good climbers (and swimmers), troops spend a lot of time on the ground. Males are the dominant sex, but they do not remain with troops permanently, so female macaques lead these communities. Because troops include multiple mature males and females, their members are sexually promiscuous. Females usually produce one young each year, which will be raised by its mother within the very social environment of the troop.
Relationship With Humans
Rhesus macaques have an important history with humans and have aided a great deal of medical and scientific research. Rhesus antigens found in their blood enabled doctors to identify the different human blood groups. These primates also preceded humans into space.


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The needs of ELCSA ministers as they cope with burnout, in their ministry to people affected by and infected with HIV and AIDS.
Ministering in the face of HIV and AIDS has posed many challenges. The work of ministers before HIV and AIDS experienced many problems which resulted in ministry burnout. HIV and AIDS have increased the demand for ministers ...


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Discover the mighty Book of Ra™ in this 10-line, 5-reel deluxe version of a video slot classic. Treasures and wealth lie hidden in the vaults of the ancient Egyptian temples, waiting to be discovered in this thrilling video game.
BOOK OF RA substitutes for all symbols except the scattered SPECIAL EXPANDING SYMBOL of the feature. 3 or more BOOK OF RA trigger 10 free games, and open to randomly reveal a SPECIAL EXPANDING SYMBOL that expands to cover all three positions on the respective reels and pays on any position. Free games can be won again during the feature and are played at current bet.


text:
FaceType Desktop License v1.00
This license can also be found at this permalink: https://www.fontsquirrel.com/license/adria-grotesk
End User License Agreement (EULA)
END-USER LICENSE AGREEMENT FOR THE FONT SOFTWARE. IMPORTANT: PLEASE READ THE TERMS AND CONDITIONS OF THIS LICENSE AGREEMENT CAREFULLY BEFORE INSTALLING: The End User License Agreement ("EULA") of Marcus Sterz' foundry FaceType (further on called "FaceType") is a legal agreement between you (either an individual or a single entity) and FaceType for the FaceType font Font Software(s) identified above which may include associated software components, media, printed materials, and "online" or electronic documentation. By installing, copying, or otherwise using the Font Software, you agree to be bound by the terms of this EULA. This license agreement represents the entire agreement concerning the program between you and FaceType, (referred to as "licenser"), and it supersedes any prior proposal, representation, or understanding between the parties. If you do not agree to the terms of this EULA, do not install or use the Font Software.
The Font Software is protected by copyright laws and international copyright treaties, as well as other intellectual property laws and treaties. The Font Software is licensed, not sold.
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Adria Grotesk Regular | 553 Glyphs
Font Information
Adria Grotesk is a superfriendly and sunny humanist typeface that comes in 7 carefully crafted weights and charming upright italics. You will find a fine choice of lining, tabular and old style figures, numerators, denominators, tabular figures, fractions, ligatures, some sweet symbols and even alternate arrows. It was designed by Marcus Sterz.
|Uploaded on:
|March 15, 2016
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Ready for another batch of name-related quotes gathered from all over the place?
Let's start with Liberian midwife Alice Sumo:
…[S]he was both surprised and delighted when quickly babies were named after her.
"I said 'oh wow' because with some of them I didn't even know that they had named the baby after me! When you go to the market everybody is called Alice of Alex or Ellis. The last time I counted it was 862 Alices but now it has increased to 1,000 plus!
"To me the name Alice is an action name. Alice people are active people, they are caring people, they are loving people. A, the first letter in the alphabet. A for action."
From Jack Burton's article about songwriters Harry and Albert Von Tilzer in the April 9, 1949, issue of Billboard magazine:
After a season of tanbark and tinsel, Harry caught on with a traveling repertoire company, playing juvenile roles, singing songs of his own composing, and abandoning the family name of Gumm for a more glamorous and professional moniker. He took his mother's maiden name of Tilzer and added "Von" for a touch of class. This switch in nomenclature proved to be the keystone of a songwriting dynasty which was destined to make history in Tin Pan Alley with the turn of the century.
The family's surname was originally Gumbinsky. The phrase "tanbark and tinsel" refers to the circus; Harry was part of a traveling circus for a time as a teenager.
From an article about names in Israel by Abigail Klein Leichman:
I figured [Forest Rain's] parents must have been hippies or Native Americans. In mainstream American culture, it is unusual to name children after elements of nature. How many people do you know named Rainbow, Lightning, Juniper Bush, Boulder, Valley, Oak, Prairie, Wellspring, or Wave?
In Israel, such names are extremely commonplace. If Forest Rain translated her name to Ya'ara Tal, no Israeli would think it exotic in the least. The words mentioned above translate to the everyday Hebrew names Keshet, Barak, Rotem, Sela, Guy, Alon, Bar, Ma'ayan, and Gal.
Another difference is that many modern Israeli names are unisex. You often cannot tell by name alone if someone is male or female. Tal, Gal, Sharon, Noam (pleasant), Shachar (Dawn), Inbar (amber), Inbal (bell), Neta (sapling), Ori (my light), Hadar (splendor), Amit (friend), and myriad other common names are used for either gender.
From an essay in which birder Nicholas Lund contemplates naming his baby after a bird (found via Emily of Nothing Like a Name):
Eventually Liz asked me to think about why I was pushing for this, and whether a birdy name was in the best interests of our kid. Did he need to carry on my own birding legacy? She was right. My son may very well grow up to love birds—I really hope he does—but he also might not. It should be his choice and not mine. If my dad had named me after some of his hobbies, you'd be calling me Carl Yastrzemski Lund or Rapala Lure Lund, and then I'd have to live with that.
From Nelson Mandela's 1994 autobiography Long Walk to Freedom:
Apart from life, a strong constitution, and an abiding connection to the Thembu royal house, the only thing my father bestowed upon me at birth was a name, Rolihlahla. In Xhosa, Rolihlahla literally means "pulling the branch of a tree", but its colloquial meaning more accurately would be "troublemaker." I do not believe that names are destiny or that my father somehow divined my future, but in later years, friends and relatives would ascribe to my birth name the many storms I have both caused and weathered.
From an Irish newspaper article about the CSO disregarding fadas in Irish baby names:
The CSO recently unveiled its Baby Names of Ireland visualisation tool recently published by the Central Statistics Office (CSO) tool allowing users to check the popularity of names officially registered in Ireland. However, it does not allow for names with the síneadh fada or other diacritical marks that denote pronunciation or meaning.
"Our language, while having a special status afforded it in the Constitution has been progressively marginalised to the fringes of bureaucracy.
"It behoves the Central Statistics Office above all other institutions to be correct in all matters it reports. This is where historians will first go to research," [author Rossa Ó Snodaigh] said.
For more quotes about names, check out the name quotes category.