text:
Health points | |
Attack strength |
Varies by proximity and difficulty. |
Spawn |
Light level of 7 or less, not on transparent blocks. |
First appearance | |
Network ID |
50 |
Savegame ID |
Creeper |
Drops |
Experience |
5 |
Sounds | Hurt
Creepers are common hostile mobs that use a suicide-style attack: They approach players and then explode, causing massive damage to players, entities, and blocks within a short radius, killing players and mobs if they are close enough)
Creepers spawn in the overworld at night, and in locations with a light level of 7 or less, just like most other hostile mobs. However, unlike Zombies and Skeletons, Creepers will not catch fire in sunlight, and those spawned in darkness will continue to roam in daylight until they perform an attack, are killed, or despawn.
Creepers are especially dangerous due to their near-silent approach, save for light footsteps and an occasional rustling noise. A Creeper will warn the player moments before it explodes with an infamous burning fuse noise. If the player can manage to move far enough within about one second of this noise, the explosion will be canceled, and the creeper will attempt to approach again.
Creepers run from cats and ocelots,[1] and will ignore the player to run away when a feline is too close. As cats can be acquired and controlled by the player, this provides an important avenue of defense from Creeper attacks.
Creepers have become notorious and infamous among Minecraft players for their infuriating habit of sneaking up on the Player to inflict devastating damage following an all-too-short warning sound. They have arguably become the most recognizable image from Minecraft, as well as the game's unofficial mascot.
Contents |
The creeper is a handless humanoid creature with four short legs hanging off the bottom edges of its rectangular body. It has large, empty eye sockets, a mouth twisted into a signature sad expression, and a greenish, grass-like camouflage skin. When asked to describe the physical texture of a Creeper, Notch said they would feel "crunchy, like dry leaves".[2]
Creepers represent the most readily available source of gunpowder (the more challenging alternatives being defeating Ghasts, conquering dungeons or hunting witches), and are therefore critical to the production of TNT, Fire Charges, Splash Potions, Firework Stars and Firework Rockets.
Music Discs
Creepers are the only mobs that drop Music Discs, but will only do so if killed by a Skeleton. How the Creeper is damaged beforehand doesn't matter, so long as the killing blow is made by a skeleton's arrow.
The easiest way to arrange this is to significantly hurt the Creeper (for example, shooting it twice with a full-charge, unenchanted bow), then attempt to position it between you and a skeleton and get both mobs to chase you. The skeleton will shoot its arrows into the creeper until it dies.
A music disc must be put into a jukebox to be used. Charged Creepers can also drop music discs.
Creepers will chase after any player they see within a 16 block radius. Creepers will climb steps, navigate mazes, and traverse other complex obstacles in order to get as close as possible to the player. They will cease pursuit if the player moves more than 16 blocks away.
When within one block of a player, a Creeper will hiss loudly, start flashing and inflating, and violently explode after 1.5 seconds. Killing a Creeper before the countdown finishes will prevent it from detonating. A Creeper's detonation can be halted if the player moves out of the blast radius, or knocks the Creeper back sufficiently to do the same via an attack (about 3 - 5 blocks, depending on the difficulty setting).
Creepers will flee from cats and ocelots if one is too close, even if the player is within their range of sight. A Creeper that sees a cat will run directly away from the cat and come to a stop after a "safe" distance has been reached. This distance is smaller than the creeper's range of sight, which this results in a possible endless cycle of approach and fleeing if a player is standing near a cat. Creepers will still detonate in their fleeing mode and thus are still a danger if the player gets too close.
If the player manages to block a creeper behind a soul sand one-way entrance, they can approach up to two blocks without triggering the countdown, but entering a sneaking position will cause the Creeper to hiss and initiate the countdown.
Explosive properties
A Creeper's explosion is dependent on the difficulty level. In hard mode, in full diamond armor, and in close range, it can knock a player down to only 2 hearts. Charged Creeper explosions are 50% more powerful than TNT and twice that of a normal Creeper.
As with TNT and Ghast fireballs, all dropped items in the explosion radius will be destroyed. A certain percentage of blocks destroyed by the Creeper will survive the blast and can be picked up. Harder blocks caught in an explosion will shield blocks behind them to some degree. If a creeper detonates in water, it does no damage to the environment.
Charged Creepers
A charged Creeper is created when lightning strikes within 3–4 blocks of a normal Creeper, which significantly increases its explosive power. This is a rare occurrence, though third-party software can be used to create them. Charged Creepers are distinguished from normal Creepers by the blue aura surrounding them (can be found in power.png in the armor folder). Many players refer to charged Creepers as "Electric" or "Lightning" Creepers. Creepers never spawn initially charged.
Charged Creepers take damage from the initial lightning strike, so it takes fewer attacks to kill them than ordinary Creepers. Their countdown timers act the same as uncharged Creepers, both in terms of range and time. An explosion caused by a charged creeper is more powerful than the explosion caused by a regular creeper (see image) or from a single block of TNT, both in force and radius.
It is possible for lightning-struck Creepers to catch fire from adjacent struck ground and burn to death.
Charged creepers have the same entity ID as normal creepers. The only difference is that the value of the boolean "powered" tag is set to "1" (true) rather than "0" (false).
The safest way to engage a creeper is from a distance by shooting two fully charged arrows at it with a bow so it cannot explode near the player. Trying to kill it with a sword is risky, but it is possible in Easy or Normal modes, or with a knockback enchantment. In Hard mode, many of the following methods are foiled, as the creeper will continue its countdown at a much greater distance.
- The most basic melee takedown is simply hitting it and retreating a block or two away (out of range, aborting the countdown). This can be repeated until it dies, but mind your footing behind you! If the creeper is climbing to reach the player, say emerging from a hole, knocking it back down is also likely to abort the countdown.
- Swimming or wading creepers can be easily dealt with using melee attacks, since in water the knockback is far enough to put the creeper out of range. (Note that if it does blow up, water won't protect the player, but will at least prevent cratering.)
- A sword enchanted with Knockback is useful for fighting creepers as the player can knock creepers out of countdown range before they can explode. Similarly, players can take advantage of the sprinting knockback to prevent creepers from exploding.
- Another method to kill a creeper is to start with a critical hit, by jumping in the air and, while falling, quickly hit the creeper. Depending on weapon, this may kill the creeper outright, otherwise it will probably be hurt badly enough for one more (non-critical) blow to kill it.
- The player can find sufficiently high ground, or build a pillar of blocks beneath him or herself, to strike a creeper from above with a melee weapon without the detonation sequence being activated. However, the player should keep in mind that creepers move forwards and to the right (your left) when in pursuit.
- Various "non-combat attacks" such as lava, or suffocation under gravel, also work as usual. Also as usual, a creeper killed by such means won't drop experience.
Defensive Measures
Due to Creepers' natural stealth and potential hazards to the player and his/her structures, the player must be vigilant at all times, especially in caverns and heavily wooded areas. In addition to being ready for combat (see above) and sleeping in a bed to keep hostile mobs from spawning, certain construction methods can prevent or negate Creeper damage.
General Tips
Most of these tips will help prevent damage from any kind of hostile mob.
- To minimize the likelihood of Creepers spawning, the surrounding, interior, and roof areas should be well-lit.
- Pressure plates connected to doors should not be placed outside, as creepers, along with all other mobs, can trigger them and enter the structure.
- Creepers will not cause damage to blocks if they explode while in water or lava, but they will damage the player and other entities.
- Cats will scare away creepers if they get in a certain range of the cat. It is advised to have cats stationed around your house to minimize the chance of creepers exploding and destroying your house
Establishing a perimeter
Creating a perimeter around a work area (such as a wall around a castle or a fence around a house) can prevent Creepers from reaching important or delicate buildings inside.
- Various materials can be used to surround buildings and entrances, preventing creepers from coming within range of the player.
- Glass: Glass walls around entrances can preempt the Creepers' habit of hiding in ambush around corners (though this is offset by the disadvantage that glass is not very durable in an explosion). Glass can also be used in place of fence to create a completely transparent perimeter.
- Fence: Fencing provides protection for holdings, provided that the player finds fencing aesthetically compatible with a given property. Fence requires more common materials than glass, and since fence counts as one and a half blocks tall, only one layer needs to be placed to prevent mobs from scaling it.
- Rails: Creepers will not walk over a flat rail track, however can walk over a rail that is a ramp.
- Creating a checkerboard pattern of holes 1 block wide and long by 3+ blocks deep (sometimes referred to as a deadfall field) or digging a larger pit in the form of a moat will prevent single-block mobs from approaching player buildings. Placing cactus, lava, or burning netherrack in the bottom of the holes or moats (or digging them sufficiently deep) will kill mobs immediately. Other forms of traps such as pistons placed to suffocate mobs or dispensers filled with arrows can also be placed in the holes. Players can bypass deadfall fields using drawbridges or S-shaped paths. Deadfall fields and moats are confirmed to work with new mob AI.
- If you don't have cats, lit Netherrack can be placed at regular intervals. As well as providing lighting, this will provide burn damage if Creepers touch it, and even if the AI avoids them, they will still impede Creeper movement if placed close enough together.
- Creepers avoid lava, but it still serves as a barrier, and they can be knocked into it for various means.
- They do not avoid water, but a moat offers a special advantage: If a creeper explodes in water, they will not damage blocks, even blocks above water level. Water also slows their advance, as well.
- A ring of sitting cats may fend them off, at the cost of annoying noise from the cats. Perhaps more practical is to set cats guarding your entrances, to cut down on surprise attacks. Unlike the above methods, cats won't help against any other monster.
Reinforcing buildings
Players can build structures out of materials with high blast resistance to reduce damage caused by an explosion. For example, while an explosion will only destroy a cobblestone construction to a depth of one block, it will destroy several blocks of dirt, sand, Netherrack, and gravel. There are benefits to using certain materials.
- Obsidian has the highest blast resistance of any mineable block, making it a robust material for withstanding explosions. Obsidian can be used in door frames, panic rooms, and elsewhere to build resilient structures.
Certain building methods can also reduce the likelihood of Creeper damage.
- Thick walls with decorative outer layers and reinforced inner layers are more resistant to damage than single-layer-thick walls.
- Buildings raised above the ground outside the reach of a Creeper's blast radius or on a platform on the surface of a deep ocean or lake cannot be damaged as long as no creepers spawn on the building.
- Narrow walkways on raised buildings provide opportunities to push Creepers onto lower ground before they explode.
- Storage chests should ideally be placed one block deep in the ground, and surrounded by either cobblestone, or preferably obsidian. In addition to allowing the player to walk over them, this greatly reduces the chance of chests being destroyed by even relatively close Creeper explosions.
- Stone slabs can mitigate the blast radius of a Creeper explosion almost entirely. Typically, while slabs directly beneath the explosion will be destroyed, the blocks immediately below the slabs will be undamaged. As a result, in addition to their ability to prevent spawning, stone slabs make excellent floor material in areas where Creepers are expected.
Entry points
- A wooden door connected to a pressure plate on the inside of a structure or perimeter allows players to pass through while guaranteeing that the door closes behind them. An iron door can be used in the same manner, but players must incorporate a button on the outside. This can make it difficult for new players or players with less than optimum systems/data connections to navigate easily.
- Soul Sand can be used to make a one-way door. By placing soul sand one block outside of an opening, the sinking effect prevents entry into a 1x2 doorway/opening. Players can circumvent this with a diagonal jump over the Soul Sand and into the doorway itself.
- Trapdoors, placed on the floor within a 1x2 doorway/opening, can more readily serve as a one-way door device. A drawback is that the roof of the entry side would need to be extended. Some advantages are that it can be disabled/enabled and that mobs can plot paths through it, but would not be able to cross the blocking side.
- Drawbridges made with sticky pistons can be employed to deny access to creepers. When used in conjunction with a wall or moat, a drawbridge activated by a switch (not a pressure plate) will temporarily create passage for players as needed.
- Mine branches and stairways should ideally be no more than a single block wide by two blocks high, and should be well lit in order to discourage spawning.
Creepers have a formidable reputation in the community because of their potential to hurt players and destroy structures. Their distinct appearance and destructive abilities have made them a widely-recognizable Minecraft icon. Creepers are referenced in several of the items available at the Minecraft merchandise depot,[3] and have become an internet meme complete with fan art, web comic references, and demotivational posters. A central part of the meme is the Creeper's unofficial catchphrase derived from the mob's tendency to sneak up on the player and hiss before detonating:
"That'sssss a very nice <random valuable object> you've got there... It'd be a ssssshame if anything were to happen to it..."[4]
Creepers have been portrayed in many Minecraft products including but not limited to:
- Stuffed toys.
- Action figures.
- Bracelets.
- T-shirts
- LEGO Minecraft
- Papercraft
Minecraft Maps
- The Custom Map OXM Land made by Oxm Magazine on the Xbox 360 version of Minecraft has a giant Creeper head on it, known as the land's god Creepthulhu.
TV Series
- Several Creepers have appeared on TV during episodes of the TV show Mad (Criminal Minecraft and ThunderLolcats [5]) In ThunderLolcats they use the catchphrase, saying "That'ssss.. a nice wall you've got there."
Youtube Videos
- YouTube hosts many videos that feature Creepers, including review videos, "Let's Play"'s, cartoons, and cameos in many other videos. When searching for the query "Minecraft Creeper", YouTube returns over 500,000 videos.
Console/PC Games
- In Borderlands 2, Creepers appear in a mineshaft in the most north-west part of Caustic Caverns, including Dirt, Coal Ore, Stone, Gold Ore, and a "Badass Creeper" that is twice the strength and size of a regular Creeper.
- In Airmech, Creepers appear as a unit "skin" for the suicide bomber unit the boomer. Creepers can be either green, blue, or red, depending on the color of the team that makes them.
- In Octodad: Dadliest Catch, a Creeper head is seen on a shelf in the grocery store along with 2 Pickaxes and some grass blocks. It is part of a collection known as "Mintcraft".
Flash Games
- In Stealing the Diamond, when Henry Stickmin sneaks up to the museum's outer wall with a pickaxe, a Creeper comes up behind him and explodes, destroying part of the wall instead.
- At the far end of the map in Stick RPG2, a smiling creeper can be seen in a hole at ground level.
- One of the things you can hit in Katawa Crash is a Creeper.
- In the game Transformice, there is a creeper head that you may purchase as a hat for your mouse.
Other Games
- In a game called Quube Twodee made by Universal Chicken in Adelaide, Australia, one of the levels has a Creeper face.
- PixelJunk Shooter 2 for the PS3 shows a small creeper in the title screen hidden among other enemies native to Shooter 2.
- In a Notch-designed custom level for VVVVVV, "Pyramid Escape", a Creeper's face can be seen carved into the background to the far left of the pyramid.
- In Torchlight 2 the Creeper plays an important role in an "Easter egg" mission in the cave named "Notch's cave" where the player walks in and sees a group of Creeper charging the player then exploding. Near the end of the cave you can find a minecraft skinned sword.
- In a game called Strollin, there is a purchasable creeper item, which makes bombs throw you farther.
Classic | ||
0.24 | Creepers were first introduced in on August 31, 2009, based on a failed pig model Notch had created (he mixed up the length and height of the body[6]). | |
In Survival Test, the creeper's default look was a darker shade of green and flashed to a lighter green upon being hit. Before creepers spotted the player their heads would droop down. Creepers behaved much like zombies except their attacks dealt only two hearts worth of damage rather than the zombies' three (or the more recent range of 8+). After taking damage, it would flash as an indicator of impending detonation. When killed, this creeper caused a 4×4×4 spherical explosion that left a sizable crater, destroyed plenty of blocks (with the exception of stone) and hurt any players nearby. The creeper was worth 250 points when killed, but this was later decreased to 200 points. | ||
Alpha | ||
1.2 | Creepers have a new damage sound. | |
Beta | ||
1.4 | The 'A' in the Minecraft logo now includes a Creeper face. | |
1.5 | Creepers become charged when struck by lightning, increasing the explosion's radius and strength. | |
1.6 | Mobs can no longer be attacked through door windows. Before this update, creepers (and other mobs) could be attacked through the windows of both iron and wooden doors as long as the doors were placed from the outside of the shelter. | |
1.8pre1 | Creepers are much more deadly and will definitely kill an unarmored player if in a radius of 4 to 5 blocks around the Creeper. This damage is also difficulty-independent. | |
1.8 | The ability to sprint and hit mobs was introduced in the Adventure Update, thus creepers could be quickly knocked out of detonation range by an unarmed player. | |
Sound Update | Creeper explosions have a new sound. | |
Official release | ||
1.0.0 | 1.9pre5 | Creepers and other hostile mobs no longer attack the player in Creative mode unless provoked. |
1.2.3 | As part of the AI overhaul, Creepers no longer attack other mobs. Before this update, a Creeper shot by a skeleton would attack the skeleton, creating a crater in the process. This made music discs much harder to obtain. | |
1.3.1 | 12w30a | Creepers were made stronger. Depending on difficulty, creeper damage is scaled now with Easy: ~50% less damage, Normal: same damage as before, and Hard: ~33% more damage than before. "In full diamond armor + hard difficulty a creeper can knock you down to 2 hearts".[7] |
1.4.2 | 12w38b | New Creeper fall mechanics; Creepers will explode if they fall on the player from a certain height. |
1.6.1 | 13w18a | Creepers do not explode when hit in Creative mode. |
1.7.2 | 13w36a | Creepers can be forcibly exploded using Flint and Steel. |
Upcoming | ||
1.8 | 14w05a | Added Creeper Shader. |
Pocket Edition Alpha | ||
0.4.0 | Creepers added, but still has old explosion sound. | |
0.7.4 | Tapping and holding Flint and Steel on a Creeper will cause it to automatically explode. |
Issues relating to "Creeper" are maintained on the issue tracker. Report issues there.
- Like all explosions, if a Creeper detonates whilst surrounded/in water, its explosion has no effect on blocks, but will still cause damage to entities.
- Creepers are the only mob that a tamed Wolf doesn't attack.
- Curiously, even with their explosive properties and the fact that they drop gunpowder when killed, Creepers will not detonate when exposed to lava or fire.
- The Minecraft profile picture on Facebook looks like a Creeper face, but smoother. It used to look almost exactly like a Creeper face.
- Before the mob AI update in 1.2, as a Creeper approached a player, it tended to circle to its right (player's left). This behavior, which was also seen in skeletons, made them slightly more challenging to kill than many other mobs, particularly if the player was using a sword or other melee distance tool rather than a bow.
- A Creeper's fuse countdown lasts a little longer if it encounters a cobweb, buying a little time for a player to flee if they are low on health.
- In SMP, if a Creeper is attacked by another player, and the other player runs out of sight, it will not attack any other players.
- Creepers have a separate "armor". When they are normal Creepers, they are in their un-armored state. When hit by lightning, the charged field of electricity is their armor. This "armor" does not protect them and has infinite durability.
- In the game files, this "armor" is labeled as "creeper_armor.png"
- Despite having no arms, Creepers can climb up ladders and vines like any other mob.
- In the goodie-bags given out at Minecon 2011, Creepers were given as a fold-able and tapable decoration for ones room or collection, along with diamond and grass.
- The Creeper's path finding allows for it to notice lava, and it will not attempt to chase the player if they are on the other side of the lava. This happens regardless of how close the player is (as long as they are not within detonation range).
- If a Creeper explodes and destroys a monster egg, it kills the Silverfish inside of it.
- A Creeper is featured as a "Micro Mob" in LEGO set 21102 LEGO Minecraft Micro World.
- On Monday, June 18, 2012, A Creeper was sent above the clouds into space.[8]
- A creeper face can be seen on the chiseled sandstone.
- Creepers float about 2 pixels above ground
- While Creepers cannot be targeted by other mobs, they can be attacked by them. For example, a skeleton can hit a Creeper while aimlessly shooting randomly (usually seen in Creative) and Iron Golems can hit Creepers when attempting to kill another hostile mob, such as a zombie.
- When retaliating against mobs, they will walk directly at them and explode in a manner similar to attacking the player.
- The Creeper Anatomy t-shirt reveals the insides of a Creeper, and also reveals its scientific name: Creepus Explodus.
- Creepers are also one of two mobs that can never be targeted by any other mob (the other being the Ghast, with the exception of Zombie Pigmen). Allied and utility mobs that can attack hostile mobs, such as Tamed wolves, Snow Golems, and Iron Golems will never purposely attack Creepers. This is because of their destructive nature upon being provoked.
- When about to detonate, Creepers will cease movement and its head will face directly forward. (Tested in the PC edition).
- When asked how Creepers trigger their explosive nature, Dinnerbone said "They're so nervous that they shake a lot, and then this sets them off the same way as how rubbing two sticks makes fire".[9]
A charged created via Spawn Eggs and the /weather thunder command.
Comparison of explosions, from Wither Skull (top left), Wither (far left), Creeper (left), Charged Creeper (right), and TNT (far right)


text:
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subset: commoncrawl


text:
Intraoperative Detection of Lesions Using PET (Positron Emission Tomography) Probe During Secondary Cytoreductive Surgery for Recurrent Ovarian, Fallopian Tube and Primary Peritoneal Cancer
This study is currently recruiting participants.
Verified November 2013 by Memorial Sloan-Kettering Cancer Center
Memorial Sloan-Kettering Cancer Center
Information provided by (Responsible Party):
Memorial Sloan-Kettering Cancer Center
ClinicalTrials.gov Identifier:
First received: April 1, 2013
Last updated: November 7, 2013
Last verified: November 2013
- Full Text View
- Tabular View
- No Study Results Posted
- Disclaimer
- How to Read a Study Record
The purpose of this study is to see if Positron Emission Tomography (PET) probes make it easier for your surgeon to find cancer and remove it during your surgery. A PET probe is a wandlike device that can detect radioactivity.
Condition | Intervention |
Ovarian Cancer Fallopian Tube Primary Peritoneal |
Procedure: Positron Emission Tomography Radiation: 18F-Fluoro-2-deoxy-D-lucose Procedure: Cytoreductive surgery |
Study Type: | Interventional |
Study Design: | Endpoint Classification: Efficacy Study Intervention Model: Single Group Assignment Masking: Open Label Primary Purpose: Diagnostic |
Official Title: | Intraoperative Detection of Lesions Using PET (Positron Emission Tomography) Probe During Secondary Cytoreductive Surgery for Recurrent Ovarian, Fallopian Tube and Primary Peritoneal Cancer: A Pilot Study |
Resource links provided by NLM:
Further study details as provided by Memorial Sloan-Kettering Cancer Center:
Primary Outcome Measures:
- sensitivity and specificity [ Time Frame: 2 years ] [ Designated as safety issue: No ]of detection of lesions with PET probes compared to preoperative FDG18F-FDG PET and standard intraoperative examination. Sensitivity is defined as the percent of lesions that were found with malignant disease divided by the number of lesions with true presence of malignant disease based on the pathology report. A higher sensitivity will indicate a higher number of lesions found with the respective technique thus providing an initial estimate of the incremental benefit of the PET probe as opposed to the other techniques
Estimated Enrollment: | 20 |
Study Start Date: | March 2013 |
Estimated Study Completion Date: | March 2015 |
Estimated Primary Completion Date: | March 2015 (Final data collection date for primary outcome measure) |
Arms | Assigned Interventions |
Experimental: Positron Emission Tomography
This is a pilot study to determine the ability of intraoperative PET probe to detect and localize recurrent disease. Patients with evidence for a first recurrence of ovarian, fallopian tube or primary peritoneal carcinoma, with evidence of 18F-FDG avid disease on 18F-FDG PET/CT and who are able to undergo secondary CRS are eligible. 20 patients will be studied. All patients will undergo secondary cytoreduction guided by intraoperative PET probe survey. Intraoperative count levels as well as exvivo counts of the resected specimens will be done. Specimens detected with probe only will be labeled so and will be submitted to pathology for histopathologic confirmation.
Procedure: Positron Emission Tomography Radiation: 18F-Fluoro-2-deoxy-D-lucose Procedure: Cytoreductive surgery |
Ages Eligible for Study: | 19 Years and older |
Genders Eligible for Study: | Female |
Accepts Healthy Volunteers: | No |
Inclusion Criteria:
- Pathologically proven diagnosis of ovarian carcinoma, fallopian tube, or primary peritoneal not to include tumors of low malignant potential (all stage, grade, and histology)
- First recurrence
- Platinum sensitive as defined by disease free interval ≥ 6 months
- Radiological evidence of recurrent disease on preoperative PET/diagnostic CT
- Planned surgical secondary cytoreduction via laparotomy
- >18 years old
Exclusion Criteria:
- Secondary cytoreduction via laparoscopy or robotically assisted laparoscopy
- Tumors of low malignant potential
- Beyond first recurrence
- With the exception of non-melanoma skin cancer, subjects with other invasive malignancies, who had (or have) any evidence of the other cancer present within the last 5 years, are excluded
- Active infection requiring parenteral antibiotics
- For subjects with diabetes mellitus, a blood sugar will be checked preoperatively and must be <200 for participation in the study
Contacts and Locations
Please refer to this study by its ClinicalTrials.gov identifier: NCT01826227
Contact: Dennis Chi, MD | 212-639-5016 | ||
Contact: Neeta Pandit-Taskar, MD | 212-639-3046 |
United States, New York | |
Memorial Sloan-Kettering Cancer Center | Recruiting |
New York, New York, United States, 10065 | |
Contact: Dennis Chi, MD 212-639-5016 | |
Contact: Neeta Pandit-Taskar, MD 212-639-3046 | |
Principal Investigator: Dennis Chi, MD |
Sponsors and Collaborators
Memorial Sloan-Kettering Cancer Center
Principal Investigator: | Dennis Chi, MD | Memorial Sloan-Kettering Cancer Center |
More Information
Additional Information:
No publications provided
Keywords provided by Memorial Sloan-Kettering Cancer Center:
Additional relevant MeSH terms:
ClinicalTrials.gov processed this record on March 13, 2014
Additional Information:
No publications provided
Responsible Party: | Memorial Sloan-Kettering Cancer Center |
ClinicalTrials.gov Identifier: | NCT01826227 History of Changes |
Other Study ID Numbers: | 13-017 |
Study First Received: | April 1, 2013 |
Last Updated: | November 7, 2013 |
Health Authority: | United States: Institutional Review Board |
Keywords provided by Memorial Sloan-Kettering Cancer Center:
PET (Positron Emission Tomography) 18F-FDG Cytoreductive Surgery 13-017 |
Additional relevant MeSH terms:
Ovarian Neoplasms Endocrine Gland Neoplasms Neoplasms by Site Neoplasms Ovarian Diseases Adnexal Diseases |
Genital Diseases, Female Genital Neoplasms, Female Urogenital Neoplasms Endocrine System Diseases Gonadal Disorders |
ClinicalTrials.gov processed this record on March 13, 2014


text:
Platamon Πλαταμώνας |
Platamon |
Location | |
Coordinates | 39°59.4′N 22°37.5′E / 39.9900°N 22.6250°ECoordinates: 39°59.4′N 22°37.5′E / 39.9900°N 22.6250°E |
Government | |
Country: | Greece |
Administrative region: | Central Macedonia |
Regional unit: | Pieria |
Municipality: | Dio-Olympos |
Municipal unit: | East Olympos |
Population statistics (as of 2011)[1] | |
Community | |
- Population: | 2,013 |
Other | |
Time zone: | EET/EEST (UTC+2/3) |
Telephone: | 23520 |
Auto: | KN |
Platamon (Greek: Πλαταμώνας - Platamonas) is a town and sea-side resort in south Pieria, Central Macedonia, Greece. Platamon has a population of about 2,000 permanent inhabitants. It is part of the Municipal unit of East Olympos of the Dio-Olympos municipality.
The ancient settlement Herakleion was situated near the present town Platamon.[2] Its most famous landmark is the 12th century Byzantine Castle of Platamon, built strategically along the main road from Thessaly to Macedonia through the Vale of Tempe.
Platamon is situated on the Aegean Sea coast, 25 km southeast of Mount Olympus. Adjacent beach towns are Neoi Poroi to the southeast and Neos Panteleimonas to the northwest. It is 33 km south of Katerini and 43 km northeast of Larissa.
Platamon is regarded as one of the most significant tourist destinations in Pieria. The town is home to numerous restaurants, cafeterias, hotels and camping resorts. Platamon is connected to the cities of Katerini and Larissa through the bus and train transportation system.
During summertime the population reaches approximately 120,000 because of the number of visitors and tourists. A great number of tourists come from eastern countries as well as from local Greek towns such as Larissa and Katerini.[citation needed]
Akadimia Platamona (Platamon Academy) is a Greek football club, based in Platamon, Pieria. In 2012, the club were promoted to Football League 2 after finishing the champions of Group 3 of Delta Ethniki, the fourth tier of the Greek football league system.[3] Eventually the small club decided that promotion to this level was a step too far and they cooperated with Aiginiakos who took over their place at the third level. Akadimia Platamona still exist having been demoted to the Local Championship of Pieria for the 2012/13 season. The club play their home matches at the Neoi Poroi Stadium in nearby Neoi Poroi.
- ^ Detailed census results 2011 (Greek)
- ^ The name of Platamon
- ^ "PAOK Alexandreias Akadimia Platamona 1-1" (in Greek). Onsports. 27 May 2012.
Wikimedia Commons has media related to Platamon. |
This Central Macedonia location article is a stub. You can help Wikipedia by expanding it. |


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Burton Baton - Dogfish Head Brewery
Displayed for educational use only; do not reuse. |
Ratings: 4,639 | Reviews: 1,661 | Show All Ratings:
4.45/5 rDev +5.2%
look: 4.5 | smell: 4.5 | taste: 4.5 | feel: 4 | overall: 4.5
very good, like most of the dogfish heads. bought a 4-pack at wegman's. drank it out of a snifter. medium brown color. the hoppiness came through. reminded me of the 90 minute IPA, but felt smoother, if that makes any sense. looking forward to trying the hellhound tonight
Serving type: bottle
06-28-2013 17:34:11 | More by lord_kiyama
4.13/5 rDev -2.4%
look: 4 | smell: 4.5 | taste: 4 | feel: 4.25 | overall: 4
I'm so glad I found a bottle of this during an outing in SF. Split with friends. Poured into a tulip glass from a 12oz bottle. No bottling date... Too bad. Review is from my notes.
Pours a relatively deep amber color with a good amount of an off-white head. Retention is surprisingly good, especially given the ABV and hybrid style at hand, and the lacing is phenomenal, often sticking to the glass's edges everywhere in a soapy, sticky manner. I'd expect this to be slightly syrupy from the principal of being a DFH beer alone, but the oak has definitely made its mark here in providing a firm, creamy appearance. However, I'd never truly expect this to contain oak if poured to me blindly. Quite a strong feat from these guys... One of the best looking beers I've ever seen them make.
The aroma is truly awesome, at least to me, as what seemed to be a paradox of blending an English brown ale with a DIPA in oak barrels turns out quite well balanced and yet complex at the same time. Oak tannic qualities, tobacco, leather, pungent floral hoppiness, as well as spades of vanilla, citrus rinds, grass, caramel, and firm graininess soaked with a bit of booze. The initial oak is quite soured and comes off as a dried, woody sensation, but it soon settles and allows the other flavors to come through. The tobacco, orange peel, and subtle vanilla combo is pretty fascinating, but the oak does get a bit heavy overall in the flavor.
Whoa! The flavor is even more complex. At the front of the tongue, there's an immediate stream of syrupy, caramelized bready notes combined with bittered, floral, dank hoppiness. Then, as soon as it fades, these forward flavors meld into the oak and earthiness imparted by the wood and hops to produce a pretty unique drinking experience. There's an immediately sensation of slight sweetness, such as vanilla and butterscotch, but soon is replaced with the soured, tannic sensation of woody flakes, as well as a bit of the tobacco flavor. Soon after, these flavors meld in a subtle yet forward buttery sensation that is creamy and juicy tasting. Definitely gets a little heavy in the long run, and the soured sensation distracts from the wonderful herbal and earthy astringency, but it's otherwise well assembled. Very flavorful and pretty much unlike anything I've had.
Not something I could have all the time, but it was a real treat to try this in midst of all the hype. The oak is not too refined, and I have a feeling this is best fresh rather than aged, but the earthy, floral flavors are pretty awesome overall, especially the vanilla/orange/tobacco combo that I previously mentioned. Indeed, it seems that aging hoppy, amber beers in oak bring out those aromas as opposed to the dark fruit/caramel flavor that the same process brings out in, say, stouts. Great stuff - definitely one of the most memorable beers I've had by these guys in midst of all the experimentation.
Serving type: bottle
06-28-2013 05:20:54 | More by magictacosinus
4.59/5 rDev +8.5%
look: 4 | smell: 4.5 | taste: 4.75 | feel: 4.5 | overall: 4.5
Appearance: Slightly hazy amber with a foamy white head. A rather vigorous pour left me with two fingers. Small streams of carbonation. Excellent lacing
Aroma: Hits a lot of notes. I smell sweet malts and fruity esters. Caramel and vanilla accompanied by sweet berries and melon. There is also an earthy hop pressence. Citrus most definitely and a faint pine aroma. There is some woodiness to this too which isn't surprising
Taste: Just wow. Dogfish does it again. Follows the nose. Big sweet malt profile with some fruit notes and a very pleasant citrus hop bitterness throughout. Never becomes overly sweet nor overly bitter. The mellow woody vanilla flavor compliments this perfectly. Very well balanced. No perceivable alcohol
Mouthfeel: Creamy and smooth. Dangerously easy to drink
Overall: Great. The barrel aging adds a nice layer of additional complexity. This would have been a great DIPA without it but its a very nice touch. Highly recommended
Serving type: bottle
06-26-2013 04:23:32 | More by MistahBeah
4.45/5 rDev +5.2%
look: 4 | smell: 4.5 | taste: 4.5 | feel: 4.25 | overall: 4.5
The beer pours a cloudy amber/copper, with a low persistent tawny head and an attractive lace on the glass.
The aroma - wow - lots of intense grassy citrusy hop notes, but also a ton of fruit - big melon, apricot, strawberry and cherry. The nose is also toasty, with a moderate to full malty presence to counter the hops. There are lots of toasty graham cracker and bread crust notes. There is some toffee and caramel sweetness as it warms, although no diacetyl. It is also nutty and a bit tannic, indicative of some oak character. There is the barest touch of leather as it warms.
Given the complex nose and promise of the beer, the sip is not as sweet or cloying as you would expect. The tannins seem to help dry it until the hop bitterness takes over to finish the job. There is a bracing hop flavor and bitterness all the way through. The finish is somewhat malty, but not sweet. Think of dark bread or fruitcake with just a touch of cocoa at the finish mingling with hop bitterness for a finish that is not cloying, but substantial.
This has a moderately full and very substantial mouthfeel. The carbonation is low to moderate, the body is rich and full, but the hop bitterness and oaky tannins help to dry it a bit on the palate.
What a wonderful rich but not overbearing sipper. I was given a four pack by a friend for sitting by the fire. Very generous but not the right choice for the venue. Over a few days, it was my last beer of the night, but I insisted on keeping the last for savoring in a snifter. Wow.
Serving type: bottle
06-23-2013 02:56:40 | More by Biffster
4.63/5 rDev +9.5%
look: 4.5 | smell: 4.75 | taste: 4.5 | feel: 4.75 | overall: 4.75
Poured the Burton Baton into a Belgian Tulip.
A - The liquid pours a cloudy amber with a finger of light yellow head.
S - The aroma is sweet up front with candied fruit, some coconut, grapefruit, a little wood or vanilla in there. A bit of citrus and pine hits the nose. A lot going on here. Winning my heart.
T - Solid up front right on the nose, candied fruit, some honey, tanginess, floral, but not over powering. Citrus in there with some grapefruit mid palate. I'm digging the style, this is wonderful stuff here my friend.
M - The medium carbonation beer is silky smooth and quite heavy and syrupy on the finish which I like. Again, love this stuff.
O - I don't know, maybe this is too good to be true, I love this beer. I desire it more than just a Regular Imperial IPA because of the many different flavors that this beer has. Very well balanced. Highly Recommended ! Cheers !!
Serving type: bottle
06-23-2013 00:15:21 | More by fitrock2112
4.46/5 rDev +5.4%
look: 4.25 | smell: 4.25 | taste: 4.5 | feel: 4.75 | overall: 4.5
A: poured from a 12 oz bottle into a pint glass, dark orange colored with a large yellow white head that lingers leaving good lacing, clear
S: oak, wood, vanilla, pine hops, citrus, leather, earth, heavy alcohols and esters
T: slightly sweet up front with a nice malty quality, quickly changes to dry oak flavors, wood, vanilla, cherry wood, heavy piney hop finish of a DIPA
M: full bodied, slightly oily, alcohol well hidden, good carbonation
O: this fusion of styles is cleverly obtained by blending two beers instead of sacrificing qualities of one or the other, an intriguing version of a style that sets itself apart from others, barrel aging a DIPA sounds like a bad idea but DFH found a way to make it work well
Serving type: bottle
06-19-2013 02:43:19 | More by M_C_Hampton
4.55/5 rDev +7.6%
look: 4.25 | smell: 4.5 | taste: 4.75 | feel: 4 | overall: 4.5
Bottle Poured in a tulip shaped glass
A: Dark amber with a thick white head when poured aggressive. The lacing is maintained when tilting the glass.
S: citrusy, hoppy, floral, earthy,
T: Notes of Oak Wood and vanilla with a strong hop presence.
M: moderate carbonation and medium bodied.
O: Overall, this is by far one of my favorites Imperial IPA. It has a nice rich and complex taste blended very well. For a 10% ABV, this is a very smooth beer. Each sip I discover different tastes, and its very, very smooth. I still can't believe its a 10%. IF you see this, BUY IT & TRY IT.
Serving type: bottle
06-16-2013 18:31:47 | More by Tonmeister
4.21/5 rDev -0.5%
look: 4.5 | smell: 4 | taste: 4.25 | feel: 4.25 | overall: 4.25
Looked forward to drinking this since I bought a single in a mixed six a couple of weeks ago. Supposed to be one of Dogfish Head's premier offerings.
Poured directly into a tulip glass from the 12 oz. bottle.
a. Translucent medium amber with a two-finger head which slowly dissipates to a half finger foam film with dense lacing. Halfway down, the lacing is still thick back up to the top. Wow.
s: Fruity plus,
t: Complex fruity-hoppy-malty, leaving a delightful woody aftertaste almost as though you licked the beer off the inside of an oak cask (and did not get any splinters in your tongue). The combined tastes are a velvety treat, but the hop bite increases as it warms, becoming somewhat harsh, although still very tasty.
m. Moderate to heavy, but smooth.
o. Really top quality all the way, So good I'd rather sip it in an easy chair all alone than use it as a refresher/session ale, but then at 10% ABV sessioning wouldn't last long with me. Definitely worth the extra cost for its added dimensions over most other IPAs.
Serving type: bottle
06-13-2013 05:52:14 | More by scotorum
4.21/5 rDev -0.5%
look: 4.5 | smell: 4 | taste: 4.25 | feel: 4.25 | overall: 4.25
Sit back, relax and ENJOY. Not a beer to hurry through.
My bottle poured with a nice, thin mousse that settled fairly quickly. It has the restrained carbonation that one should expect in an ale of this age and type. What really caught my attention was the color and the lively appearance of the ale. It seems vibrant, copper orange with a depth. Beautiful to look at.
I'm not one to pick up oak scents, they just seem to escape me. At first I do pick up lighter malt and yeast on the nose. Nothing too strong. As the ale warms I get the hoppy notes. I imagine that there is some dry hopping done but it's not a "sock on the nose" like most American IPAs.
The hop bitterness comes through very quickly, and it's needed to balance out the sweetness of the malts here. There are a lot of hops in this ale. I do not detect the alcohol warmth that one expects in a 10% ABV ale, it's hidden in layers of velvet malt, lemon rind and a musky white grape. This is no beginner beer.
The mouthfeel is on the heavy side, as you WOULD expect for an Imperial IPA.
Enjoyable and a successful brewing strategy ("two threads" of ales blended.)
Serving type: bottle
06-07-2013 21:48:18 | More by mttaylor1066
4.13/5 rDev -2.4%
look: 4.25 | smell: 3.75 | taste: 4.25 | feel: 4 | overall: 4.25
"This special ale is a two-thread blend of a young & wood-aged Imperial IPA. Please share it with loved ones and hoard it from the non-believers." Brewed in the style of an Imperial IPA, blended with English Old Ale & barrel aged. Available year-round in 4 packs. Date on bottle is 12/11/12.
Poured from a 12 oz. bottle to the Dogfish Head Signature glass. Served north of 53º Fahrenheit.
(Appearance) A vivacious pour yields a booming off-white cream head of a thick, creamy consistency over a medium hazy copper-orange body. Carbonation is moderate, retention is very good. Lacing is sticky but light and streaked. Impressive qualities through the appearance. 4.25
(Smell) Pungent, spicy, floral and piney hop aromas are up front and a wet bready grain note, a touch sharp with a hint of diacetyl and fruity esters lingers closely behind. Aroma is pleasing yet approachable in its simplicity for a beer that appears to require a lot of time and effort to produce. Despite a touch more pronounced malt sweetness and depth, there isn't much that separates this from your typical Double IPA. Aroma is somewhat dry, potentially from the oak aging and the hop bitterness, although the rough malt profile may also have some impact on that. 3.75
(Taste) Expect notes of clean bready, biscuity pale malt and mildly toasted caramel malt, cleaner than the aroma predicts. Mild diacetyl blends nicely with a passive resinous and floral hop flavor. A mild bitterness rounds out the light malt sweetness, fruity esters are at a bare minimum and too shallow to note. A tiny impact from the oak aging aids in a mildly dry finish, nothing too strong or off-putting in terms of flavor or texture. The drag-out finish is of a lingering note of mellow caramel candy sweetness followed by a resinous, sudsy hop pop. The approachability of this beer and the lighter-than-expected flavor profile assures very high drinkability. 4.25
(Mouthfeel) Mellow carbonation and a clean, slick malt profile gives this beer a medium thickness and a mild, creamy texture. Finish is mildly dry with a shallow bite from oak and moderate alpha hops. Body is light/medium for the style, medium overall. Alcohol presence is medium at strongest. Really enjoy the malt and carbonation texture, the body could thicken a notch or two but isn't all that bothersome where it stands. 4
(Overall) I'm taken aback by the high drinkability of this beer. It came off much lighter in flavor then I expected, with a mellow, charismatic malt bill and matching mildly bitter floral and earthy hops to balance. Texture is fine and the quality of appearance was pleasantly in-tow with my expectations. It may not be as seriously bitter, hop heavy or abrasive as a Double IPA should stand with its casual drinkers, but it's good to see that Dogfish Head can put out a beer that is as delicately crafted in its malt qualities as it is with the hops. This beer is astoundingly quaffable for the alcohol and style. I should certainly see how this may age with a few years on it. 4.25
Dogfish Head Brewery's
Burton Baton
Serving type: bottle
06-03-2013 22:39:43 | More by Jadjunk
3.58/5 rDev -15.4%
look: 3.5 | smell: 3.75 | taste: 3.5 | feel: 3.75 | overall: 3.5
Poured into tumbler.
Orangy with two to three finger head with solid retention.
Smell is much like the 90 minute, very syrupy, fruity, not the strong hop/citrus you would expect from a classic ipa.
Almost soapy. Very mellow, malty. Very balanced taste. A bit of oak comes out. Caramel towards the end.
Pretty solid, complex, drinkable beer. Typical Dogfish Head.
Serving type: bottle
05-28-2013 06:18:15 | More by Smurf2055
4.5/5 rDev +6.4%
look: 4.5 | smell: 4.75 | taste: 4.5 | feel: 4 | overall: 4.5
I poured this beer from a 12oz bottle in to my Sam Adams perfect pint glass.It was a beautiful amber in color with a thick white head that hung around all the way down the glass. IT had a wonderful aroma, smells of fruit and malt. For a 10%er, this is tame and goes a bit too smooth for a high alcohol beer. Malty flavor comes out first with some vanilla, and a hop bite, the oak really tones this beer down. This was one of the best beers I've had. Great job by Dogfish!!
Serving type: bottle
05-25-2013 17:15:12 | More by jduffy21
4.49/5 rDev +6.1%
look: 4.75 | smell: 4.5 | taste: 4.5 | feel: 4.25 | overall: 4.5
Orange in color with some reddish hues. Pretty awesome head. Off white and rocky that leaves a beautiful lacing.
Plenty of citrusy hops in the nose to go along with the pine. Just a hint of oak and vanilla.
Bold and yet very easy to drink. I can really pick up some old ale characters and then I get a hit of hops in the finish. I can see why this goes over so well. Pear and apple esters that blend well with some orange notes. There is a deep warming sensation from the oak and old ale. Loads of resin and background bitterness. NIce touch of caramel and vanilla as this warms. Some of the hops mellow and the body seems to pick up.
Very nice beer. Some warming alcohol but nothing to take away from this Imperial IPA.
Serving type: bottle
05-24-2013 00:39:30 | More by stewart124
4.81/5 rDev +13.7%
look: 4.75 | smell: 4.75 | taste: 5 | feel: 4.25 | overall: 4.75
Glad my buddy picked up a four-pack of this stuff for me to try, this stuff is great.
Appearance: Poured a deep hazy amber with a thin white head that disappeared leaving delicate lacing along the edges of my tulip.
Smell: Hints of bourbon, piney and earthy hops and citrus aromas compete for the spotlight in the nose. A little bit of oak comes into play, and this is just a lovely aroma.
Taste: Delicious. Sweetness from the malt and also citrus and great bitterness from the hops. Slight alcohol burn as this warms but the 10% is masked quite well.
Mouthfeel: Medium bodied with solid carbonation and creaminess. A bit sweet but not overly so, the alcohol is noticeable but not overpowering. Goes down pretty smoothly.
Overall: I loved this IPA from Dogfish, as it is yet another strong effort from them. I can't wait to get my hands on another 4-pack of this stuff, definitely try it if you can!
Serving type: bottle
05-15-2013 14:59:56 | More by Mikecap
3.49/5 rDev -17.5%
look: 4 | smell: 2.5 | taste: 3.75 | feel: 4 | overall: 3.5
Appearance: This poured a slightly red, almost orange, color. It had a 1 finger thick, off-white head, which disappeared quickly. The lacing was very thin, but it stuck around.
Smell: I could only smell a slight hoppyness, but definitely not as much as I expected it to be; At least not when I compare it to other Double IPA's. I also sensed a heavy alcohol smell. Which is not a big surprise, this beer does have a 10% ABV.
Taste: This had a dark and thick taste to it. I definitely tasted the oak in it. That's probably what gives it such a heavy taste. Just like the smell, it had a slight bitterness from the hops, but nothing too crazy. This also had a boozey taste to it, due to the high alcohol content.
Mouthfeel: This was definitely a full-bodied brew. It left a nice fizzy sensation on my tongue.
Overall: Where can I start with this beer? Well, it was definitely not what I expected. When I saw that this was an Imperial IPA, I was expecting a higher hop smell/taste to it. But I can only assume that the oak affected this. (just an assumption) But I have to be honest, the more I drank it, the more I enjoyed it. After I got over the fact that it wasn't as hoppy as expected, I actually really enjoyed this. Another plus to this beer was that it left a good aftertaste in my mouth. It left me wanting more.
Serving type: bottle
05-14-2013 05:34:53 | More by oi_scout_jessie
New York
3.79/5 rDev -10.4%
look: 4 | smell: 4 | taste: 3.75 | feel: 3.5 | overall: 3.75
A: Pours a red/amber with about one full finger of slightly off-white head. The foam lingers for a minute or so, leaving a bubbly ring along the edges of the glass.
S: The nose is bitter hops, malt, alcohol, and mild vanilla. It smells almost exactly like I would have imagined it to. 90min IPA aged on oak.
T: The beer starts out with sweet malt, and mild oak. The hops join the party a bit after, but the mixing flavors remind me a bit of pine-sol. The flavors aren't bad, it's just a bit off putting. The alcohol is pretty well hidden, but I can still taste it after the beer is gone.
M: Full bodied beer. This thing is sticky, a bit boozy and drying, and pine-sol-y.
O: Not my favorite thing in the world. But... It's not the worst either. If you like 90min or 120min, then give this beer a shot. If you don't care for those beers, then skip this one. I don't see myself buying this again anytime soon.
Serving type: bottle
05-11-2013 13:37:54 | More by trxxpaxxs
3.28/5 rDev -22.5%
look: 3.75 | smell: 3.25 | taste: 3.25 | feel: 3.25 | overall: 3.25
It self identifies as a blend of an imperial IPA and an old ale. I'm reviewing it as such (not as merely an imperial IPA as is currently the listed style for this beer). Picked this up in a SoCal beer store earlier tonight as it's a known classic. Granted, I'm not usually big on Dogfish Head beers, but of their beers that I do like, 120 Minute stands out - so I have high hopes seeing as this is also a high ABV imperial IPA. 12 fl oz brown glass bottle with iconic label and standard red branded pressure cap served into a conical Samuel Smith's pint glass in me gaff in low altitude Los Feliz, Los Angeles, California. Reviewed live. 10% ABV confirmed. Bottled 03/04/13.
Served cold, straight from the fridge - I erred on the side of imperial IPA serving temperature rather than old ale serving temperature, but if it seems to warrant some warming, I'll let it. Side-poured with standard vigor as no carbonation issues are anticipated.
A: Pours an impressive six finger head of light khaki-beige colour head, nice thickness, decent cream, okay frothiness, and damn good (~8+ minute) retention for the high ABV. Not real soft looking, but it's fluffy. Quite impressed with the retention. Body colour is a vibrant clear translucent copper. No yeast particles are visible. No bubble show. Looking spot-on for an imperial IPA, and the head retention is a highlight. No overt flaws are noticeable. Lacing is uneven, inconsistent, thin, and weak. If you told me this was half Old Ale, I doubt I'd believe you.
Sm: Sugary. Brown sugar. Wood - less a refined oak wood and more just your run-of-the-mill barrel. Perhaps more of a cedar aroma? Some spicy kick too. Light floral hop character and some buried citrus. Red/amber malts. Some red fruit - perhaps stone fruit or cherry; it's quite concealed. The flower notes come through more and more as I sniff this one out; it's hard to distinguish the floral hops from the actual flowery notes I'm getting. Very intriguing, but rather restrained for the purported complexity. No yeast character or alcohol is detectable, interestingly. It certainly doesn't fit neatly into either of the constituent styles, but it's got my attention. I'd call it a good aroma all around; I just wish it were deeper and more evocative. Below average in strength.
T: Interesting. Tannin-heavy woody notes up front. Malty woody sweetness. Some unrefined sugars - mixing with those tannins. Hop character is floral, and surprisingly restrained coming from the imperial IPA side of things. Malts definitely win the war against hops here. Some deep biscuit/toffee notes from the old ale side come off murky against the pale malt sweetness of the IPA side. Amber malts seem to edge out others for slight dominance. I do notice some alcohol, but it's decently hidden for 10%. Oak? Vanilla? No such luck on either account. The wood is of a more generic barrel or cedar character. I expected more complexity than it provides. Far more subtlety too. No yeast character comes through. Not at all acidic or harsh. Low on the esters. Balance is decent; it's not a mess but it never comes off cohesive or seamless. A slight spicy character does emerge as it warms. Not finding the stonefruit/cherry I got on the aroma. Not citrusy, nectary, oily, or piney. In fact, it's pretty disappointing in terms of hop character. Vague brown sugar. Maybe some blood orange when I look for it?
Mf: Smooth and wet. Thick and full-bodied; you won't be quaffing this one. Pretty good presence on the palate. Slight overcarbonation, but it isn't biting, harsh, or sharp. Not as soft as it could be. Sticky. Creaminess is about right for what they're after. Suits the flavour profile in a general sense. Clean and approachable, but not ideal.
Dr: One of the more interesting Dogfish Head beers I've had, to be sure. But I hoped for better. It does hide its ABV pretty well, but I wouldn't say the drinkability here is high. I wouldn't want more than one in a given night. It has none of the characteristics I want from either of the constituent styles, and it doesn't balance them particularly well, but it's still strangely likable. I'd have it again, preferably on-draught. The execution could be so much better, though. I like the concept of the beer, but I think it can be done better. I do applaud the experimentation, and I'm not disappointed by it.
Low B-
Serving type: bottle
05-11-2013 05:15:57 | More by kojevergas
4.49/5 rDev +6.1%
look: 5 | smell: 3.75 | taste: 4.75 | feel: 4 | overall: 4.75
Bottle into tulip, dated Jan 31st
Appearance: cloudy unfiltered orange/amber with short white head
Smell: lots of smokiness oak character, earthy hops, subtle dark fruitiness
Taste: follows the nose, heavy oak character followed by resinous earthy hops, prominent malt backbone is almost sweet. Not super hoppy for a dips, aging gave it a more malty earthy character.
Mouthfeel: not much carbonation, very full, thick beer.
Overall: probably my favorite dogfish head, this is one of the better oak aged beers I've had. Alcohol is pleasantly disguised and the complexity of the flavors Is almost mind blowing. Not your typical dip, do not pass this over.
Serving type: bottle
05-11-2013 05:03:50 | More by Roman5150
4.93/5 rDev +16.5%
look: 4.5 | smell: 5 | taste: 5 | feel: 4.5 | overall: 5
Bottled on 06/08/12. Poured from a 12 oz bottle into a 14 oz snifter.
Appearance: Orangish amber color, cloudy and opaque. I would have preferred more clarity from this beer. Quarter inch of white head dissipates fairly quickly. Good lacing, especially after I swirled the snifter to pull out more aroma.
Aroma: Vanilla, orange zest, sourdough bread. Compelling - once I smell this, I can't wait to drink it.
Mouthfeel: Medium carbonation and medium body. Perfectly suitable to the style.
Taste: Oak tannins combine with the orange and sourdough from the nose. The oak aging is distinctly noticeable and enjoyable, not overpowering. A very pleasant sweetness blends perfectly with subtle tartness and bitterness. No puckering and no astringency. Just a hint of alcohol heat.
Overall: Excellent balance of sweet, tart, and bitter with delicious complexity from the oak aging. One of my absolute favorite beers.
Serving type: bottle
05-11-2013 00:11:36 | More by MarriedAtGI
4.16/5 rDev -1.7%
look: 4.25 | smell: 4 | taste: 4.5 | feel: 3.25 | overall: 4
Poured from a 12oz standard pressure-cap bottle into a conic pint glass in high elevation Libby, Mont. Purchased from Belmont Station in Portland, Ore. for $4.67. Reviewed live.
A- One-finger white head, lasts about a minute. Some delicate lacing. Reddish-amber color with medium clarity. Not a bad looking beer. Very pleased.
S- Semi-sour. Oak, cherries, northwest hops, pine. That wood-aged, mellow aroma is quite nice.
T- Amazingly smooth. Alcohol content is wonderfully well hidden. A slight hint of scotch. The mellowness of the English Ale and the hoppiness of the IPA is blended expertly. I am a huge fan of this flavor. Hoppy, mallow-y, scotch. Yum.
M- Medium bodied, slightly alcoholic feel. Perhaps the lowest point of the beer.
O- This beer actually exceeded my expectations. I am very impressed, which is something Dogfish Head usually doesn't do for me.
Serving type: bottle
05-10-2013 02:29:39 | More by Murrhey
3.96/5 rDev -6.4%
look: 4.25 | smell: 3.75 | taste: 4 | feel: 4 | overall: 4
Gorgeous copper to bright amber coloring with shady light tones at the edge. Bright white bubbly yet solid head.
The scent is strangely calm, with hints of malt and tea leaves. Distant fruitiness towards the back the Pale Ale elements are stronger yet subdued.
Smooth maltiness in the body, the taste is sweet and dry. Very little complexity or taste outside of malts, I got no taste from the barrel. Despite the lack of diversity it is still a very tasty ale with high ABV and no hint of alcohol on the tongue.
Serving type: bottle
04-30-2013 23:00:59 | More by KYGunner
4.75/5 rDev +12.3%
look: 4.75 | smell: 4.75 | taste: 4.75 | feel: 4.75 | overall: 4.75
This beer is comparable to the 120 minute IPA in terms of taste and complexity. In my opinion, this is their best year-round brew. Sits between the 90 minute and 120 minute, and for the value is fantastic. Potent, sweet, and hoppy, this may be the perfect balance, especially for those who think the 90 minute is too hoppy, and the 120 minute too sweet.
Serving type: on-tap
04-25-2013 00:48:02 | More by ryan0585
South Carolina
4.71/5 rDev +11.3%
look: 4.5 | smell: 4.75 | taste: 4.75 | feel: 4.5 | overall: 4.75
A: Pours a hazy amber with a one finger white head. and leaves a light lacing about half way down.
S: Smells of huge amounts of caramel and oak with a slight bit of alcohol.
T: Taste follows the smell perfectly, huge caramel and oak, with a light citrus hop finish.
M: Full bodied and good carbonation.
O: Another killer beer from DFH, very sweet even for a DIPA but still great. Definitely recommend this beer to anyone.
Serving type: bottle
04-23-2013 01:43:24 | More by xShoWTeKx
3.93/5 rDev -7.1%
look: 4 | smell: 3.75 | taste: 4 | feel: 3.75 | overall: 4
late, so just notes for myself -
clear copper/amber color
not much head (?) but lacing all 'round, good job
taste is very solid ipa territory, could use maybe a teeny tad more citrus; a subtle bit of oak mellows the hops in a respectful, refined manner (in comparison, sn's torpedo hits a lot harder on the bitter). alcohol hidden quite well, drinks like it's half its actual abv.
mouthfeel a bit thin, but not bad. carbonation spot on. a bit pricey imho, but a well done ipa.
Serving type: bottle
04-21-2013 06:55:10 | More by lighthabit
4.51/5 rDev +6.6%
look: 4.75 | smell: 4.5 | taste: 4.5 | feel: 4.5 | overall: 4.5
A very powerful and strong brew. Poured form a 12 oz bottle into a snifter. Bottled on 12/11/12. So about 4 months old.
A Golden amber color. Very clear. Transparent. Excellent about three fingers thick off white colored head with very good retention. Awesome lacing on the sides. Very sticky. Some bubbles.
Aroma is strong. Fills the nose as soon as the cap is popped open. Strong malts, bready and caramel. Very nice hops - ground and earthy. Slight booze and lots of warmth is apparent as well.
Taste is full of powerful bitter hops upfront that register their presence pretty quickly. Give an impression of Barleywine due to a strong presence of balancing malts. Malts, still are not able to out perform hops. Display very strongly as booze and warmth. Bitterness is ground and earth like. No citrus. Palate wrecking for sure.
Mouth feel is medium to slightly full Slight resin and oily feel. Moderate carbonation. Boozy and high ABV beer. I like the boldness. Borders very heavily towards being a Barleywine ale and in a blind taste I will certainly rate it as one.
Serving type: bottle
04-20-2013 02:05:42 | More by AmitC
Burton Baton from Dogfish Head Brewery
out of 100
based on 4,639 ratings.


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The Texas A&M Veterinary Emergency Team attended the 2012 Southwest Veterinary Symposium at the Dallas Convention Center. Our exhibit included Rev 1 and two large tents that showed off our mobile hospital and triage capabilities.
See more images on Facebook >
Dr. Wesley Bissett and Dr. Deb Zoran prepare veterinarians participating in the first class to attend the Disaster Response Laboratory Session conducted inside Rev 1 on Saturday.
Dr. Brandon Dominguez and Matt Behrens get things ready for the Master Lab in Disaster Response.
Dr. Deb Zoran leads a discussion on Veterinary Emergency Response on Friday.
VET member D'Lisa talks to visitors about field triage and the capabilities of the Veterinary Emergency Team.


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Game 2 Box Score
Photo Gallery
McMINNVILLE, Ore. - Home runs, not to mention raindrops, fell from the grey March sky Saturday as the ninth-ranked Linfield Wildcats hammered Lewis & Clark on both ends of a Northwest Conference doubleheader at Del Smith Stadium. Linfield prevailed by scores of 11-1 and 15-0, both compressed to five innings by the eight-run rule.
The Wildcats (11-4, 8-2) clobbered six home runs on the afternoon, outhitting the Pioneers 25-3. Linfield, the nine-time NWC champion, moved back into first place in the NWC, percentage points ahead of early season leader George Fox.
Lewis & Clark's once promising season started with wins in 10 of its first 14 games. But the Pioneers (10-12, 5-9 NWC) saw their current losing streak grow to eight games following Saturday's lopsided sweep.
Linfield sluggers Karleigh Prestianni and Ashley Garcia (Sr., Beaveton, Ore.) each blasted home runs as the Wildcats won the opener with relative ease.
Prestianni drove in four runs, including a three-run homer in the second inning that put Linfield comfortably in control. Garcia went 2 for 2 with a couple of RBI and the 'Cats rolled up 11 hits on L&C pitchers Natalie Rose and Hallie Knife.
A six-run fourth inning, punctuated by a leadoff triple from Grace Middelstadt (Jr., Battle Ground, Wash.) and a RBI double from Haylie Watson (Sr., Puyallup, Wash.), put the finishing touches on the rout.
Wildcats starter Karina Paavola (Sr., Kelso, Wash.) held Lewis & Clark hitless through four innings before the the Pioneers finally awoke in the bottom of the fifth. Singles by Robinson, Knife and Milan spoiled the Wildcats' shutout bid. Paavola, who improved to 6-1 for the season, struck out Kelsey Buck with the bases loaded to end the game.
Watson and Lisa Yamamoto (Jr., Carson City, Nev.) both equaled a Linfield single-game record with two home runs - all in the first three innings - and the Wildcats showed the Pioneers no mercy in the nightcap.
Shelby VandeBergh (Sr., Beaverton, Ore.) pitched a no-hit gem, coming within one hit batter of recording a perfect game.
Seven Linfield runs in the first inning, including Yamamoto's first career grand slam, were followed by four more in the second stanza. Yamamoto smacked her second homer of the game in the third, boosting the Linfield lead to 12-0.
Linfield pounded 14 hits and capitalized on a pair of L&C errors.
Yamamoto racked up six RBI in the game, going 3 for 3 with three runs scored. Watson, Garcia and Katy Brosig (Sr., Forest Grove, Ore.) all enjoyed two hits in the game.
VandeBergh fanned five Pioneers across five innings, pitching her first collegiate no-hitter.
'CAT SCRATCH: Saturday's sweep stretched Linfield's series win streak over Lewis & Clark to 45 games. . . the Pioneers' last triumph over the Cats was April 20, 2002, an 8-0 shutout in Portland . . . Linfield is 70-6 all-time against L&C . . . Watson joined a select list of 11 current and former Wildcats to have hit two home runs in a single game. . . Yamamoto's six RBI came within one of the single-game record acccomplished previously by seven players.
NEXT: Linfield visits Pacific on Sunday for a NWC doubleheader starting at noon.
Haylie Watson
3 for 6, 2 home runs
More Information:
Linfield Softball
Softball Schedule
Softball Season Statistics
Recent Headlines
Loggers no match for unbeaten Wildcats
Six-run explosion keys NWC sweep
NWC honors Paavola
Sunday doubleheader washed out
Kelly Bird
Director of Sports Information
Linfield College
McMinnville, OR 97128
E-mail: firstname.lastname@example.com
Phone: 503-883-2439
Fax: 503-883-2649


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All Web Development Other Titles
- Practical Liferay: Java-based Portal Applications Development is for those who want to learn how to use Liferay to develop vertical or company-specific web portals and beyond. The book will serve as a practical guide to learning Liferay and developing real-world web portals.
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Practical Django Projects introduces this popular framework by way of a series of real-world projects. -
PHP Solutions 2nd Edition
This book gives you real value right away through a series of practical examples that you can incorporate directly into your sites, optimizing performance and adding functionality.
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With PHP Objects, Patterns, and Practice, Third Edition, you'll dig into the details about objects, discover design patterns and principles, and learn how to use enterprise tools to make your projects more successful.
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Next-Generation Business Intelligence Software with Silverlight 3
Business intelligence (BI) software aims to bring together different pieces of a business into views that can make comprehending mountains of data easier. Next-Generation Business Intelligence Software with Rich Internet Applications brings you up to speed with the latest BI concepts.
- Mule 2: A Developer's Guide introduces the Mule 2.0 integration platform for developers of enterprise integration applications who wish to leverage the latest Mule as a lightweight messaging framework that contains a distributable object broker for managing communication between applications.
Learn HTML5 and JavaScript for Android


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Homewood Flossmoor Ice Arena
Flossmoor, Ill.
(708) 957-0100
Hours: Mondays-Fridays 3-9 p.m. Saturday & Sundays 9 a.m.-9 p.m.
Editorial listing:
Basic party package at the H-F Ice Arena includes skating, rental skates and use of party room, starting at only $30 plus $6/skater for 1.5 hours. Add on private instructor, room decorations, party favors, a birthday cake and exclusive use of the Studio Rink to customize your event. Offered year round!


text:
Our family owned and operated funeral homes have been caring for families since 1896, and we would be honored to serve your family in creating a personalized, meaningful funeral that honors the life of a loved one. We do this by providing superior funeral and cremation services that help serve grieving families during a most difficult time. - Our family serving yours.
Our website provides video tributes to share with family and friends ~ "Photographs are precious memories . . . the visual evidence of place and time and relationships . . . ritual talismans for the treasure chest of the heart".
***Pre-Funded Funeral Trusts***
We would be honored to assist you or your loved one in transferring a pre-need funeral arrangement and/or trust to any one of our locations. All pre-arrangements, and/or pre-paid burials are transferrable and payable to any funeral home of choice. Please see the Pre-Arrangement section of our website for more information.
Thank you for visiting our website. You may contact our funeral homes 24 hours a day at 763-421-9393.
For your free brochure visit: http://www.talkofalifetime.org
Timothy S. Taylor Director-Owner
Make Immediate Arrangements Making the many decisions which come at a time of loss is difficult. With our online Arrangements, you can select the arrangements which are best for your preferences and budget.


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Company | Contact information | Description | Info |
Yunnan Bamboo Nursery West Xuefu Road Kunming, China |
+86 18677108437 Fax: Maria Li Hua Jiang www.ynbambus.com |
Plants and products |
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Retail, wholesale, certified for mail order to most States. Field and container nursery growing mostly tropical clumping bamboos. Online Catalog. Display gardens with an extensive tropical bamboo reference collection. Visa/MC/AMEX/Discover | Plants and products |
Bountiful Earth, Inc. 1200 w. Canal Street New Smyrna Beach, FL 32168 U.S.A. |
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Bamboo nursery and retail outlet specializing in, but not limited to, tropical clumping varieties. Bamboo flutes, digeridoos, drums and other bamboo crated items are available at our retail store. | Plants and products |
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E-mail "email@example.com" for a .pdf listing of bamboos propagated. Retail; Local sales only. Visits by appointment only. Contact by e-mail preferred. | Plants and products |
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Ornamental bamboos, attractive frost-hardy clumpers & temperate runners. Bamboo consulting services available.By appointment only, local sales only (no shipping). | Plants and products |


text:
I am a versalist, addicted to creative pursuits. A passionate designer, digital publisher and changemaker, I live life on purpose. I love to know why and how? I am grateful and eternally expanding and sharing my knowledge.... Born in Puerto Rico, I live in Melbourne Australia. I am a online community facilitator and member of the Telstra social media team.
I am also the curator of various social innovation programs and lead a team of designers, educators and subject matter experts. Together we collaborate and host online and offline events, classes and other fun stuff designed to effect positive change.
Blog Posts
As educators, we all know that learning is a powerful experience. But when that learning comes from a respected elder, it can be life-changing.
Read More.As the old African proverb says, "It takes a village to raise a child." One could imagine then that it would take a community to raise a school. We can't rely on local, state, or federal governments to take ownership of the issues we face locally. We need to work as a community to nurture our...
Read More.


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Series | Countries | Live Scores | Fixtures | Results | News |
Photos | Video & Audio | Blogs | Statistics | Archive | Fantasy | Mobile |
ESPNcricinfo staff
May 15, 2012
Related Links
Mark Ramprakash
County Championship Division One
| England Domestic Season
Mark Ramprakash has been dropped by Surrey for their next County Championship match against Somerset following a poor start to the season which cumulated in a pair against Worcestershire last week.
Ramprakash, 42, has scored 62 runs in eight Championship innings and his pair at New Road, completed when he was caught down the leg side off Richard Jones as he was out twice in a day, was just the third of his first-class career.
Chris Adams, the Surrey cricket manager, said it was not a decision he took lightly. "We have not selected Mark Ramprakash for the game against Somerset which was a very difficult decision to make," he said. "Mark has had a tough start to the season and has not made the impact with the bat that he would have wanted to.
"But you do not score the amount of runs that Mark has without knowing your own game and I know he will work hard to find his form again. The challenge now for Mark is to push hard to regain his place for the remainder of the season."
The difficult start to this season followed a 2011 campaign that was also below Ramprakash's usual high standards. He was hindered by injury during the year and made 700 runs at 33.33 in 13 Championship matches with one hundred.
© ESPN Sports Media Ltd.
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To follow Bella's progress please visit: http://helpbella.wordpress.com/
Learn about the amazing care Healing Pets Sanctuary gives: http://www.healingheartsanctuary.org/
2nd Chance for Pets, please visit: http://www.2ndchance4pets.org/
Usually, Monday on Authors Promoting Authors is Our Guest, a feature that has been well-received. However, we have a shortage of guest-bloggers.
Our Guest is open to authors, writers, readers and those with words of wisdom or creative messages to share. email@example.com
Given the shortage, when I came across Bella's story today and learned about these two amazing organizations that work hard on behalf of furry friends, I had to share.
Most of you know how I feel about my pups....


text:
The excitement of HD. The control of Start Over, DVR and On Demand. The choices from sports packages to hit movies. It's all on Interactive Television.
Get Digital TVUsing Wideband technology, discover how to accomplish more in less time online.
Get Internet
Know what's happening in your home by watching live video feeds of your home, from any computer, laptop, or mobile device.
Learn MoreMore music choices. More Music Choice
As a Bright House Networks Digital TV customer, you'll have exclusive access to a musical collection free with Music Choice. All you have to do is turn on your converter, select a Music Choice channel with your remote, and start enjoying over 40 channels of pure musical entertainment available 24/7.
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Find all Music Choice channels hereLike a certain Music Choice channel? Save it to your favorites, then press the FAV button on your remote. You'll have instant access to all the favorite channels you have chosen.
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Use of this site constitutes acceptance of our User Agreement and Privacy Policy. The material on this site may not be reproduced, distributed, transmitted, cached or otherwise used, except with the prior written permission of Bright House Networks.
Your California Privacy Rights


text:
Video: Rough Cuts
Greenpeace activists scale London's Shard to protest Arctic drilling (0:50)
July 11 - Six female Greenpeace activists scale Britain's tallest building in protest at oil and gas drilling in the Arctic. Rough Cut (no reporter narration). ( Transcript )
More Videos
Reuters TV Shows
About Reuters TV
Hard-edged reporting, insight and analysis, Reuters TV breaks ground creating informative news and financial videos. Showcasing Reuters' 3000 award-winning journalists, Reuters TV delivers high-energy investigative journalism with concise explanations. Check it out and let us know what you think.


text:
Google Fusion Tables Primer
Great resource for learning maps, charts, etc. from Doug Haddix at Kiplinger/Ohio State.
Mapping tool.
Lifehacker: 10 Things You Didn't Know Google Maps Could Do
Requires log-in on Google. Builds nice maps but you cannot embed them.
A Google Maps-based map with great information for all the backroads and by-ways.
Helps you collect data from web, cell phones, etc., aggregate it and visualize it on a map.
Google World Wonders Project
Usings its StreetView technology, this Google tool lets you by continent or by themes -- historic sites, wonders of nature, etc.
Open source code for interactive mapping.
Essential Visualization Tools for Mapping
Turn a geographic data file into a map.
SickWeather Map
Download this map in iTunes. It shows you a map of sickness hot zones.
Environmental Impact Statement Database and Tracker
From the EPA, this tool displays information from EPA's Environmental Impact Statement (EIS) Database which provides data about EISs prepared by federal agencies, as well as EPA's comments concerning the EISs. All EISs are filed with EPA, and EPA publishes a "Notice of Availability" each week in the Federal Register. Nice state-by-state map.
National Geographic's Map Machine
Allows users to scan hundreds of street maps, satellite images, etc. The cover page focuses on current events and links to related maps.
Get lost all the time? This will help you search by address and zip code and get driving directions.
Search by address and zip code.
This site claims to be the largest online mapping resource for topographic maps and charts for land, sea, and air. It's all free, too.
EmbassyWorld Maps
Claims to have online maps for every country.
Iraq: Map Sources
In .PDF formats.
A Google Maps mashup of historical photos. Type in an address or intersection and you get photos of what used to be there.
The National Atlas of the United States
A set of interactive maps, including some special maps on volcanoes, exotic species, vegetationgrowth, federal Indian land areas, hazardous waste, nuclear sites, etc. The site is updated weekly.
Safe Road Maps
An amazing site from the University of Minnesota that allows users to enter their address and see a map or satellite image of all the road fatalities that occurred in their area. Search can be narrowed to determine the age of the driver, or whether speeding, drinking or seatbelts were factors.
Video: Tutorial on How to Use BatchGeo with Google Maps
OutsideIn Story Maps
Allows you to map where you did your stories. Great tool to add to a blog.
Yahoo: FireEagle Real-World Location
Send updates from your phone to let people know where you are (city, area, etc.)
Jon Dube has pointed out this site: Wikipedia has entries about towns and geographic locations. This site links about places in Wikipedia with Google's map tool.
Search by address and zip code.
Pew Social Trends
Social, demographics and stats galore. Great resource for localizing these national/global trends in your community. Has stats down to the local level.
Atlapedia Online
Full-color physical and political maps as well as key facts and statistics on countries of the world.
National Geographic's Map Machine
Maybe the best online atlas on the Web.
Global Map of Natural Disasters
This interactive map mashup shows disasters around the globe.
Build maps/timelines in this mashup tool. Great way to build interactive stories.
Campus Safety and Security Data Analysis Cutting Tool
Analyze college campus crime statistics with this resource from the Office of Postsecondary Education, part of the U.S. Department of Education.
Middle East Protests: Tweets Mapped
A Google Maps mashup of Tweets from the uprisings in the Middle East.
Location-based data mapping tool. Free on the Web.
Scribble Maps
Draw on maps and share them.
BigMap Blog
Historical maps galore.
Simulated DC
A 3-D graphic map to Washington D.C. and all of the sights.
Time.com: Where We Live
This interactive map examines population distribution in the United States.
Getty Thesaurus of Geographic Names
BBC: The Beauty of Maps
Seeing the Art in Cartography." Take the video tours of 5 beautiful and historical maps, and the maps of virtual spaces."
National Geologic Map Database
From the USGS, this is a geoscience resource for maps and related data to geology, hazards, earth resources, geophysics, geochemistry,
geochronology, paleontology and marine geology.
A free Wiki world map.
Sepiatown: Mapped Historical Photos, Film and Audio
Upload historical images by location. Then/now tool compares Google Streetview images along with images from the past.
OnTheMap for Emergency Management
Access detailed U.S. Census Bureau reports on the workforce and population for current natural hazard and emergency related events.
Rethinking Schools: Online Geography Test
A good quiz to give young
Yahoo! Maps
Allows you to pick any address and automatically map businesses and other entities in more than 50 categories.
Online maps to everywhere.
Library of Congress: Maps Archives
The Library of Congress offers a massive collection of maps spanning more than 1,000 years.
Google Moon
Use the image map to track past Apollo missions and zoom in on various areas.
Google Earth
Free site that allows you to zoom in on your address/zip code from a satellite image.
Provides satellite photos and aerial maps. Popular among TV news, this site charges a fee.
Mapperz Mapping News
A blog about mapping.
Claims to offer every online map to every country in the world. You be the judge. Note: the main site is a directory for every embassy and consulate.
GEMMA: Geospatial Engine for Mass Mapping Applications
From Gemma: "allows you to create Google Maps with data from a number of different sources. It is possible to create maps with gemma with layers from MapTube, SurveyMapper, OpenStreetMap and from your own data. Gemma even has an accompanying iPhone app that lets you record observations on the go and then upload them to a gemma map."
National Geographic: Afghanistan Maps
A political map and a satellite view of the country.
Metro Planet
Mass transit guides for any site in the world.
Manhattan Address Locator
Helps you find the cross streat to the avenue and number. Easy to use.
Terrorist Attacks: Regional Maps of Afghanistan
Several maps of Afghanistan, Kabul and several other places in the country and region. From the University of Texas at Austin.
Historical Maps of Afghanistan
A comprehensive collection of demographic, lifestyle, and economic data covering over 2,600 U.S. cities portrayed as thematic maps, informative reports, detailed tables and colorful charts --- all freely available.
CNN Interactive Maps of Sept. 11
Getty Thesaurus of Geographic Names
Maptitude: Zip Code-Based Maps
Does zip-code based maps on everything from brownfields to public-assisted households to entitlement zones.
ZIP code finder. Look up all of the zip codes for a specific area.
How Far Is It? Distance Calculator
Quick reference area codes and zip codes.
Yahoo: FireEagle Real-World Location
Send updates from your phone to let people know where you are (city, area, etc.)
W3 Web Tutorials
Learn HTML, CSS, etc.
Inventory of 3-D maps.


text:
- 12-12-2012, 09:20 PM Thread Author #1
Need help rooting epic 4g touch!
Can someone please help me, im new to rooting and the Android OS, but very familier with iOS. I just got a Samsung Galaxy S II Epic 4G touch and id like to root it.The android version is 2.3.6 and the baseband is FI24, R760.01. Also im not with a big provider like At&t or Sprint, Im with a local service provider called silverstar. Not sure if that will affect the rooting process. Sorry kind of a noob with Androids, can someone please help?
Re: Need help rooting epic 4g touch!
OK, first things first. If it's the SCH-R760 you're on a different phone than the SPH-D710. It's a Galaxy S II but different H/W.
So please don't flash Sprint builds or that could do bad things to your phone.
I believe ICS is out on the US Cellular site, you may be able to use that one but I'm not sure what if any changes will be required.Reach me on Twitter || Google+/Hangouts || Forums: XDA-Developers || RootzWiki
If you like the AOSP efforts and want to help get new devices on board, donations really help.
Please continue to thank and support those who bring these great things to our devices!
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By Chimmy in forum T-Mobile Galaxy S 4GReplies: 1Last Post: 04-14-2011, 11:14 AM


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Member Since 24 Nov 2008Offline Last Active Feb 20 2014 02:31 PM
I just see your name on the list most of the time. I was hoping you didn't have to do it 24/7. Hopefully you get compensated for doing it. Panthro is the only moderator, in m...
Updated 08 Jan · 0 comments


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Results for p Male Fairfax
Finding the right doctor is an important first step in managing your health and planning for your future. At Reston Hospital Center, you can choose from among the most experienced and highly trained physicians and healthcare professionals in their fields, and we can help you make the best choice.
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Dominion Urological Consultants, Ltd.Edmond Paquette, MD
8503 Arlington Blvd.
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Fairfax, VA 22031
Map & Directions -
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Apologies, but no results were found for the requested archive. Perhaps searching will help find a related post.
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Clayton Curtis believes his Delta Panthers are coming along. Last Thursday's home meet with Rifle was a good indication of what the Panthers might be capable of.
Curtis notes his team is working hard at competing at a high level. "We are coming along. We're not where we want to be, but we're getting there. We want to get them where they need to be at the end of the season because that's what counts."
Rifle was rated ninth in the state coming into the match against Delta and the Panthers were pumped for the match, according to Curtis.
Last Thursday's match against the Bears began with the 138-pound match between Delta's Kodie Komives and Rifle's Dalas Rohrig. The Bears jumped out to an early lead with a pinfall in 1:46.
Derek Horn came back at 145 to post a hard-fought 5-4 decision and Hunter Brasfield won easily (14-3) at 152.
Cordell Stroud secured a win at 160 by forfeit. Rifle won by a fall at 170 over Delta's Cory Mills at the 1:32 mark.
Alfredo Rosales built a 7-2 lead after one period and went on to score an 11-2 decision at 182 giving the Panthers a 17-12 lead.
Kyle Collins scored six points with a pin at 1:32 in the first period. Lino Ortiz was winning his 220-pound match by a score of 4-1 after the first period. Ortiz was unable to get out of trouble in the second period and suffered a loss by pin at 3:50 in the match.
At heavyweight, Marcus Garcia scored two points in the opening period and made it stand up for a 2-0 win.
Jayden Chynoweth won by forfeit at 106 with David Brown and Hayes McCracken picking up pins at 113 and 120.
Shane Anderson trailed 6-1 in the first period of his 126-pound match but came back to pin his opponent at the 2:53 mark of the match.
Rifle scored five points for a technical fall over Delta's Tylon Cordova at 132 to make the final score 50-23.
The Panthers are in Monte Vista on Friday (Jan. 18) and in Alamosa on Saturday.
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