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7th Sep 2017
8-9th Sep 2017
RAD-COURSES is a group of UK based consultant radiologists, practising in major teaching hospitals who are dedicated to organising and providing a high level of radiology and medical education. We have been organising courses in the UK and abroad for many years. All of the faculty are keen medical educators and experts in their respective fields. In the past we have arranged teaching and education courses for undergraduates, postgraduates and radiology trainees preparing for the FRCR 2B examination. We have also held seminars highlighting new, innovative advances in radiology.
UPDATE: All Rapid Reporting and Long Cases have been completely updated with Dicom images and the course will be delivered using Apple Mac Technology with Osirix software. All vivas are conducted in pairs with Osirix software.
BRAND NEW ADDITIONAL RAPID REPORTING COURSE: in addition to the main course there will be an ADDITIONAL Rapid Reporting course on the preceding day. This will consist of numerous Rapid Reporting packets delivered on Apple Mac Technology, using Osirix software. There will be extensive feedback on each packet, with hints and tips on how to approach this tricky part of the FRCR 2B exam. Please book early as there will be limited places.
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7th Sep 2017
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|Dubai FRCR 2B Course
8-9th Sep 2017
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Dubai FRCR Course Revision Course
RadCourses is delighted to announce the 23rd Dubai FRCR Course Revision Course. The course has been recently revamped to take into account the new format of the exam. All cases are presented on digital format. Vivas are conducted using the OSIRIX software to replicate the exam conditions. Cases have been carefully selected to reflect actual cases that are seen in the exam. There are tips and hints throughout the course. There are regular feedback sessions and a special lecture on MRI cases for the FRCR exam.
Book to now to avoid disappointment as places are limited.


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Nuts and Berries at Burlap Barrel Pub
I was finishing dinner with my friend when she said, "I want a Nuts and Berries." I asked her what that was, and she said it's a cocktail made with Razzmatazz, Bailey's and half & half. Unless you don't have a gag reflex, that probably sounds pretty gross to you. We ended up stopping into Burlap Barrel Pub, a little hidden of gem of a bar out by the Beltway, and saddling up to the bar, where she embarrassingly asked for this uber-girly drink.
While she explained to the muscle-head bartender how to make this concoction, which didn't taste any better than it sounded, I noticed the hilarious hanging sign above the bar. I had to take a picture. Suddenly the evening went from normal to surreal. Between Burlap Barrel's pictures of yesteryear, the sign above the bar, the' 70s-style furniture and panel walls - oh, and not to mention this ridiculous drink -- I had to step back and laugh. We drank our drinks and tried to figure out why this vintage bar was full of young people playing really bad hip-hop music on the satellite juke box.
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FAQ/Walkthrough by Malduke
Version: 1.1 | Updated: 09/25/12 | Search Guide | Bookmark Guide
Table of Contents
- Introduction
- Walkthrough
- Railyard
- Tutorial
- Tropical Ruin
- Fungal Mountain
- Ore Warehouse
- Ruined Sea Room
- Harsh Desert
- Frozen Cave
- Limestone Grotto
- Silvan Cave
- Volcanic Cavern
- Alchemy Place
- Dragon Cave
- Barricaded Area
- Research Lab
- Bonus Dungeons
- Post-game
- Gameplay
- Trophies
- Monster Encyclopedia
- Jukebox
- Version History
- Credits
- Legal Stuff
Welcome and thanks for reading my Legasista guide. This is my first attempt at writing a guide and I hope it's helpful. Here's some semi-useful information: the game supports custom soundtracks and screenshot saving. Just press the PS button and go to the Music section to play any song stored on your PS3 or go to the Photo section and select Save Screenshot to create a PNG screenshot.
I wrote this guide during my second playthrough. When I reached the final boss I had a Lv.47 War Mage, Lv.42 Pyro and Lv.46 Thief. My War Mage was my main attacker and had only 83 ATK and 34 DEF. Also, I did not purchase any job properties, so feel free to spend JP on anything you think is helpful.
After the introduction and a cutscene, you will gain control of the main character in the Railyard. You are free to look around and examine objects with X, but there's not much to do in the area. Proceed north to view another scene which will unlock the first dungeon. Either talk to Ms. Dungeon or use Head Out from the menu to proceed.
The tutorial stages are all pretty straight forward. You'll learn the basics of the game and meet a couple characters.
You'll learn the basics on this floor: moving, attacking, using single-use items. Holding square to dash will cause your defense to halve, so try not to get hit while dashing. Attacking enemies from behind will do more damage and I believe also has a higher chance of landing a critical hit. This applies to you as well, so be careful not get attacked from behind or sides.
This floor's lesson is on energy frames. Equipment will be repaired once you return to the Railyard, so you don't have to worry about permanently losing any equipment. There's a single enemy here that will drop the gold key needed to reach the exit.
This floor has two floors (what?). The first floor has a couple enemies and the second has several more. You don't have to kill them, but you'll gain more experience if you do.
Open a couple of chests and you learn about finding equipment. Normal equipment you find in dungeons cannot be equipped until after you return to the Railyard. Fine (yellow text) and keen (green text) equipment can be equipped while still inside the dungeon, but if they get damaged, their maximum durability will decrease. If durability reaches zero before exiting the dungeon, the equipment will be lost forever.
Back at the Railyard, you will get a tutorial on changing equipment. You also have access to changing energy frames and obtaining job properties, but it is a bit limited at low levels.
Poisons will be this floor's lesson. There are three different colors for poison with four types each. If you get all four types of poison of a single color and get poisoned again with that color, your character will instantly die. Poisons won't go away over time, so finding items to remove them will be important.
An introduction to Traps awaits you on this floor. Traps can only be seen when you get close to them. The green poison Pristine Smell and thief ability Trap View will make traps visible no matter how far you are from them, but if you don't have access to them proceed with caution. There are a variety of traps on this floor and you should try activating them to learn how they work. There are plenty of healing traps as well that will heal your party when stepped on.
You'll receive the Thief ability Trap View back at the Railyard, but it's low level and its effect doesn't last very long. Certain abilities have a Time value in its information page which is how long its effect lasts in seconds.
With the new thief ability equipped, you'll learn about using Magic and Abilities in dungeons. There are three enemies and various traps on this floor. You can defeat them or just run for the exit.
After completing the dungeon and a cutscene, you'll be given a new piece of equipment with Titles. Titles can be beneficial by making equipment more powerful, but they can also be detrimental by increasing the equipment's mana cost.
No lesson on this floor. There are a couple new enemies and several treasure chests with equipment.
The first floor is pretty simple. There are some Pole monsters in the corners of rooms which will shoot energy waves, so take care of them. You'll be able to use the sound of their projectiles to know they're around.
On the second floor will be a path north and a path east at the start. Go east since there are a couple Poles shooting at you to the north. Kill them and a couple treasure chests will be easier to reach. Continue north and there's another split south and east. Two treasures are south then continue east. When you find the exit, there's a path north with a spider monster guarding a bronze door. Kill it for the key.
Exit the dungeon and you'll be rewarded with a cutscene and new teammate, a War Mage. This new teammate's character trait grants immunity to poison and auto HP regeneration, but makes single-use consumables unusable.
Use the right analog stick to switch between characters in your party. To the north is a Fire Spirit which will inflict elemental damage. Elemental damage will also hurt characters in support. The monster will shoot fireballs at you so dodge them and avoid touching the monster as well. Kill it for a gold key to continue.
Open treasure chests along the way to find a couple more gold keys. You'll find a bronze door with the key holding monster in the same room. At the end of the dungeon is an ice spirit holding the final gold key.
Finally, the last tutorial stage. Proceed east past the gold door to find the key in a chest. Through the gold door are a couple enemies with one holding another gold key. Open the east door first for some treasure and enemies and gold key. Back through the west door are some Poles with one holding a key. You can use the spike traps to damage them quickly. Take the southeast door first to find more treasure and a fire spirit with a key. Go through the northwest door and through a portal to find the gate to the next floor. Before going through, take the path east and you'll find a bronze door and gatekeeper. Kill it and grab the treasure then proceed to the next floor.
Go through the portal and you'll find your first boss fight: a Boss Trappy. Go east avoiding the energy waves and you'll end up behind a couple Poles. Kill them and you can find the boss at the north part of the room. Let the boss move close to you then get behind it as it starts attacking. Throw a couple hits and repeat the process. There are some healing traps in case you need them.
After beating the boss, you can reach the exit to view a cutscene and unlock the Monster Encyclopedia and Job Change. Changing jobs requires you to reach level 20. Job points gained from a job can be spent in any job, so reaching level 99+ in each job is the best way to gain JP. Some job properties can affect all jobs and once you can gain levels quickly then it's a good idea for your characters to try out other jobs.
Tropical Ruin
If you reached level 5 with your War Mage then the Lightning Stab energy frame should be unlocked. This energy frame has four HP bars on the right which is very helpful. Having multiple HP bars on the right of the energy frame is useful because if you get hit, the damage is only applied to a single bar even if the damage is far greater than the amount of HP the bar has. So, if you have only 10 HP in one bar but get hit for 1000 damage, the bar will be reduced to 0 but the extra 990 damage will be ignored. This, along with the auto HP regen of the character trait and healing magic, makes this a great method of survival.
You may also run into some bird enemies called Pickles in some dungeons. Pickles always drop fine equipment and can sometimes drop the extremely rare Widen or Triple. Widens boost the effects and mana cost of equipment to its left by 100% (200% for Triples). Pickles have a tendency to fly away from you so they can be tough to defeat.
You'll be introduced to levers on this floor. Flip the red lever and in the next room are some frogs and fire arrow traps. The blue lever is on the west wall. Follow the path and at the end are a couple Meow Maos. Flip the yellow lever to continue. In the next room is a green lever, some mushroom monsters as well as another Pickle. Past the green block is a room with two fire spirits and white lever. At the end of the stage is an optional bronze door, and you can't open them without a bronze key or the Bronze LS thief ability.
Optional Bronze Door
Inside this room is a Lv.20 Aqua Diva and four monster traps. Avoid the traps and stay away from the monster. She'll try to get close to you then shoot four jets of water around her. Once these jets disappear attack her a few times then move away. Repeat this until she's dead and you'll get the key to three treasure chests.
If you don't have a Bronze LS already then I suggest going back to Tutorial 11F. The two chests past the second gold door will always have thief abilities so just keep trying until you find one.
This floor has switches instead of levers. All switches of the same color must be activated to open the path. The left path leads to one switch with bomb traps and a couple Trappy monsters. The right path leads to the other with more monsters and some poison gas traps.
In the next room is a spider and some frogs. Activate the red lever to reach one blue switch and the other is on the left side of the room. Past the blue block, go left to find one yellow switch. To the right are a few patrolling Pole monsters. At the 4-way intersection, go right for a treasure and left for the second yellow switch. Past the yellow block is the exit.
Head north to the portal that leads to a boss: a giant Swan Froggel. Move south immediately to avoid the boss and take care of the three other monsters first. The boss's pattern is to jump toward you and then turn to face you before attacking with its tongue. So just stay close to it and walk around it. After it turns is your chance to get behind it and attack. To the north is the exit and...
Optional Bronze Door
In this room are two Skullbones and an El Willowood. The skeletons cannot be permanently killed without the knife ability Purify and they won't wake up until you get too close. One is on each side of the giant tree so pick a side and stick to it. The tree's attack is to send spikes underground. One in a horizontal line infront of itself, another in a X shape infront of itself and the last is to send spikes directly under your character six times. It'll use alternate between the first two attacks twice then use the third once. The best time to attack is from the side when it uses the horizontal attack. El Willowood is weak against fire so you can try using that to your advantage.
After exiting you'll see a cutscene and unlock Explore.
This is quite a short floor. Along the path are multiple Shroomgos and a couple Taranchus, Dashers and Reapers. Some can be killed using the fire arrow traps. Dashers will charge towards you, so get out of their way and attack them from behind.
Optional Bronze Door
A single Meow Pao can be quite powerful. Its attack will create four shadows of itself which surround you if you're still infront. Get to the monster's side (but not behind) as it attacks and throw a couple hits.
Four paths to choose from: go straight east first and take care of the Meow Tao. Head north and beware the traps. At the end is a Dasher that may drop a bronze key, red switch and a portal back to the beginning. Now head south. There are a couple Shroomgos blocking a room with a Taranchu and treasure. Continue south, past the red barrier to find the second red switch and a fire spirit who might also drop a key.
Return to the red barrier where a Taranchu and a couple Lizern are waiting. Flip the blue lever and take the portal back to the entrance. The west path has a couple enemies and bronze door to some treasure. Go north from the entrance to reach the exit.
Go north to find a couple Mega Taranchus and hit the red switches along the way. Through the portal and head north kill the spiders to the side before continuing to the end. A giant Giga Taranchu will be in your way. It moves and attacks rather quickly so move quickly to avoid its front. Continue past the gold door and portals to reach the exit with a bronze door nearby.
Optional Bronze Door
I don't recommend entering this door. There are three Magichamarunes and one Magichamaruneder. They shoot balls of lightning which sometimes home in on your character. Unless you have armor with high L RES or you have superhuman dodging abilities, I suggest skipping this.
Back at the Railyard and after a cutscene, Sub-title Switch will be unlocked. See the Titles section for more info.
Towards the east are a Lizern and a couple Fire Spirits. There's a red lever in a small nook on the southern part of the wall. In the room to the north is an Axe Man who may drop a key. To the east are a pair of bronze doors. You may not have enough MP to use Bronze LS multiple times so switch to an energy frame with some MP equipment slots. To reach the exit you can choose to go through the bronze doors and through a portal to reach a room swarming with tiny Trappers. Another portal will lead directly to the exit.
Ignoring the bronze doors, go north to find a couple Buff Lizern. They attack rather quickly so kill them before they do too much damage. Head west to two Ice Spirits and a blue lever. There is also another Axe Man and a pair of bronze doors with a couple chests behind them.
After flipping the blue lever, head north past the blue blocks and kill the Megalo Dasher. To the east is another dasher, a Lightning Spirit and yellow lever. Flip it, and head west to the exit.
Take the portal to a room four Hard Poles and a bunch of Gazelers. One of the Gazelers will drop the silver key needed to reach the exit. The Hard Poles are immune to physical damage so you'll need elemental damage to kill them. The Gazelers are a bit slow and they just shoot a short beam of lightning at you so they're not a big deal. Past the silver door are a couple bronze doors with chests and the exit.
Use the lever to choose which path to take. The red path has Dashers and the blue has Taranchus. At the next split, the green path has Froggels and the yellow has Fire and Lightning Spirits. The final split has Lizern on the white path and Meow Maos and Taos on the purple. At exit is a bronze door.
Optional Bronze Door
There are two Poles to the south, a Hard Pole to the east and west and an Abyss Shados in this room. The Shados will warp around the room and perform a stabbing attack. Its attack inflicts black poison so using the War Mage is preferable. Because of the Poles, it's a bit difficult to navigate. My strategy was to kill the southeast Pole as quickly as possible then use the extra room to dodge the Shados and attack it. As the Shados loses HP it will spawn transparent clones of itself which you can't harm but can harm you. They follow the same attack pattern, so they shouldn't pose much of a threat. The enemies are level 35 so it'll take some time to kill them.
The boss this time is a Mega Axe Man with a few Hot Bombers in the room. The boss is resistant to physical damage so elemental damage will help. You can actually trigger the monster traps to spawn more bombers and use their bombs to damage the boss, though I don't think you get any experience if a bomb actually kills the enemy.
After the battle and a lengthy cutscene your team will gain two new characters and Character Creation will be unlocked. When creating a new character, a few default sprites are available. But after creation, you can enter Edit Mode, open the menu and select Copy From Different Character to use sprites of story characters and even characters from other NIS games.
I suggest creating a character with the Caring characteristic. This will reduce MP consumption while in Support by 25/50%. Give this character some buffing and healing magic such as ATK Up and Sea Heal and it'll make traversing dungeons much easier.
Ruined Sea Room
This dungeon allows you to jump really far. Just hold the jump button and it'll be like flying.
Jump past the first electric tiles to encounter a couple Poles. There is also a Nisper sliding around. They're really annoying and the safest way to get rid of them is to hit them while they slide past you. Past the next electric barrier is another pair of Poles and a Nisper. Go through the portal to reach the next room.
Another barrier and two Poles and a Hard Pole. The Hard Pole attacks at a slower rate so you can use that to avoid getting hit, or you can just kill the Pole as fast as you can. Past them is a Gazeler and Pickle, plus some poison gas and ice arrow traps. Continue to the next room via the portal.
A stationary Lightning Spirit surrounded by spike traps is ahead. Get rid of the traps by triggering them and continue forward to see an Aqua Lady. A couple more portals and you'll reach the exit with a Pickle.
Take the west path avoiding the electric floor and poison gas traps. At the intersection is a Garchnel which can only be damaged from behind. Continue northeast avoiding the hazards and two Nispers. Once at the north, a Garchnel has to be lured out to reach a lever. Flip the lever and continue west. There are several fire arrow traps and a couple Elus which shoot arrows at you. Proceed further and a few Pole and Shroomgo enemies will be in the way as well as two Sylphies. They can shoot small tornados at you. The exit is next and returning to the Railyard will unlock Random Dungeons. Also, back at the Railyard are the Sprout Emperor and Smarty Sprout who provide various bits of information. They may have been there earlier, but I forgot to check.
This floor has a bunch of portals along a single path as well as a bunch of enemies. The first portal has treasure and the returning portal will send you near the start. The second portal also has treasure and the return portal will send you a little be before the second portal.
Continue along the path and skip the third portal (monster egg traps) as it will just send you back near the beginning. The fourth portal (bomb traps) will send you to the end but a gold key is required. The fifth portal has treasure and the return trip sends you between the the second and third portals. Take the fourth portal to the end then take the first portal you see. To the west are poison traps and the gold key in a chest. Continue east skipping the next portal, but the portal after that leads to another chest. That's the last of the treasure so just head for the exit.
The first room contains two Sylphie Gusts and bomb traps. Kill the enemies for a silver key. The next room has a couple Neo Garchnels and spike traps. The last room has a few Sea Nispers and the Marine Nisper will drop the gold key. Since the path is so narrow and the enemies are quite large, this can be quite annoying. Just stay to one side and out of the enemy path and hit them as they slide by.
Optional Bronze Door
This room contains a Lv.75 Hellun Master and four Lv.70 Meta Ghosts. The ghosts are immune to physical damage and their attacks will drain MP. The Hellun Master is highly resistant to physical, fire and ice damage. It attacks with icicles that surround your character. I do not recommend trying this on your first visit.
Harsh Desert
This dungeon slows your movement, but constantly jumping can help.
Heading straight north through the portal will lead to a King Lizern and two Quarry Stars. Defeat the two fairies since they heal then kill the Lizern for the gold key. In the previous room are skippable monsters, but they guard some treasure. Northwest has Garchnel, Magichama are in the southwest, Elu are southeast and Lilima in the northeast. The enemies can be lured away from each other so you can take them on one at a time. All of them have a chance at dropping bronze keys.
There are three gold keys to obtain on this floor. A Sylphie Gust in the northeast, Aqua Diva in the northwest and Night Lilima in the southwest each hold a key. The bronze door has two mimic treasure chests. Ignore them if you don't want any trouble.
Scattered around the room are some Aqua Ladies and Divas. To the north is a gold door guarded by an Aqua Queen. This monster will create a jet of water underneath your character as well. If you wish to skip her, take the bronze door path to the southeast. It will lead to a bunch of traps and then a trio of Quarry Star, Luna and Sunny. Kill them for a silver key which will lead to the exit.
After entering the portal you'll be in a room with Barooms and a Gigolem. Baroom will explode when they die, so move away from them. The Gigolem is slow and its close range shockwave attack can be avoided by jumping. If you are far away from the golem, it will use an attack that drop rocks on top of you. The poison gas traps can also be used to your advantage. Get the gold key from the Gigolem and proceed to the exit.
Optional Bronze Door
Only a Lv.35 Angry Mimic resides here. It is highly resistant to physical and lightning attacks and will attack you very quickly. I suggest avoiding this room.
The Jukebox feature will be unlocked after clearing this dungeon.
You'll meet Slippen in this dungeon. Like the squid monsters, these penguins will slide to attack you except they will continue to slide until they hit a wall. Attack them mid-slide or chase them and attack when they reach a wall.
Avoid the bladed devices and hit the red switch to the north. To the east is the other switch. As you continue there will be a lever to stop the blades ahead of you from protruding. Proceed northwest and a bronze door with three treasure await. The middle one is a Mimic and can be easily defeated. Backtrack a little and go east then take the south path. There are some Magichamarunes here so take care of them while avoiding their lightning attacks. all the way east is a yellow lever and lever to stop more blades. Go back and take the north path to the exit.
The Phanatos monsters will shoot ghostly projectiles which will ignore your HP bars and damage your equipment directly. The projectiles are somewhat slow and only move in one direction so avoiding them isn't that bad, but the Phanatos themselves are fast. Two of them are in the first area.
To the southeast is a lever to stop the blades. Maneuver past the first set of blades to meet a Night Lilima. Past the second set and you'll reach the gate to the next floor.
There are just a bunch of chests on this floor. Some may be weak Mimics and one will contain the gold key needed to continue.
On the last floor, head north to reach the lever, dispatching two Shadoses along the way. Return south through the blades and over ice arrow traps to reach the exit.
Go east then south and hit the lever. Take the portal and you'll appear behind the Hard Poles that were shooting at you. Go west and defeat the Night Lilima for a gold key. In the next area are two Slippen Soldiers and four white switches needed to open the path, or you can just unlock the bronze door and skip the switches. The next room has four Ice Spirits and a few spike and trigger traps. You can ignore them and dash straight to the portal east.
In the final area, the bronze door to the right will open a shortcut, otherwise you'll have to go through some blades and Barooms. The portal second from the right is the correct portal (12). Choosing the wrong one will lead to a room with a Mega Axe Man, Magichama and Elu.
There are four rooms with optional enemies that guard levers that stop blades in the boss room. The southwest has a Buff Lizern, a Giga Taranchu is southeast, Sylphie Gust is northeast and Aqua Diva is northwest. The boss is a Hellmarge that shoots icicles at you or can surround you with icicles. Attacking from behind as it summons icicles is the fastest way to defeat it.
Optional Bronze Door
The first part of this area includes Lv.65 Kaiser Slippen and auto blocks that open and close. It's possible to get through here without having to defeat any enemies. But the next area has a Lv.70 Blizzard Demon and multiple frost throwers. The demon's attacks include shooting ice crystals in a frontal wave, sending a magic circle that chases you, and summoning Aqua Divas. Ice resistant armor is preferable.
Some Phanatos in the starting area with one holding a silver key. On the second floor are some Lick Froggels and respawning physical-immune Ghosts. Go straight north to reach a Phanatosmare holding a gold key. The narrower paths lead to chests, but if you don't have any elemental damage, the Ghosts may trap you.
Optional Bronze Key
A Lv.80 Volt Dragon lives here. Dragons only have two attacks: a breath attack which spits multiple elemental fireballs in a frontal wave, and a charge attack which you can easily avoid. Defeating dragons are only difficult because they can only be damaged from the front. Getting too close will also damage your character. My strategy is to stay to the dragon's side and attack immediately after a breath attack. Poisoning them also work if you have any items.
Multiple levers and barriers on this floor with a few Magichamarune along the paths. First go south then east. A yellow switch is in the SE corner and two Lilima will spawn after activating it. Return to the start and activate the lever to open the west path. Follow the path and hit the lever you find to make he green barriers disappear. Go south and you'll end up back at the room with the first yellow switch. Head north to a room with the second yellow switch on the east wall. Activating it will spawn two Shadoses. Continue west to a white/purple lever. Open the purple barriers and head west to a the third yellow switch the the NW corner. It'll spawn two Elus. The last switch is to the south and it'll spawn two Hot Bombers. Now head to the center of the floor for the exit.
There are two portals that lead to the exit: one to the northeast and one to the southeast. Various monsters drop bronze and silver keys and Phanatos drop gold keys. Head east and one of the Mega Taranchu should drop a silver key. To the north you'll need the Bronze LS ability and as you head northeast will be another bronze door. The portal to the end will be visible behind a silver door once you reach the corner of the floor. You can explore the rest of the floor if you wish for treasure and experience.
This stage just has a few enemies: Quarry Lunas, Dark Shadoses and a Gossfem with the gold key. The Shadoses and Gossfem only appear after defeating some of the other enemies. They're all quite easy.
Optional Bronze Door
The right portal leads to two Lv.60 Great Gazelers and the left has two Lv.60 Death Reapers. Each room has a silver door which leads to a yellow switch. After opening the yellow barrier, the portal will bring you to a Lv.70 Shock Demon. Like all demons, it'll shoot elemental energy balls in a frontal wave and send a magic circle to chase you. It can also summon a Lv.49 Phanatos Gibbear.
Timed blocks will close a short time after you activate the switch so you have to be fast to get through. Past the red barrier are two Elus. The next path to the blue barrier has multiple spike and trigger traps, which you might want to remove before activating the blue switch. Go through the blue barrier and head west past the spinning blade to reach a room with Elus, Hard Poles and Shell Poles. Get rid of the Hard Poles if you have elemental damage and head south to the yellow switch. The path after the yellow barrier has large Shroomgos that should be defeated before activating the green switch. The final white switch will open paths to three different portals. The first leads directly to the exit, the second has a giant Death Reaper and the third has some treasure but a Megalo Dasher is in the path.
Head south and clear out the enemies. The timed red switch is to the west. The east red barrier leads to a room with a giant King Gazeler and and west has a giant Giga Taranchu. Each room has a purple switch to activate.
Back at the entrance, head through the purple barrier to find a respawning Mega Axe Man to the north. To the west are yellow and blue timed switches. Activate both and run east to the second portal. You'll appear in a room with some Elus and a Master Elu who drops a gold key to the exit. The bronze door has some treasure behind it.
A timed red switch will open multiple barriers along a path with trigger and fire/ice arrow traps. Reaching the end of the path before the barriers close will have some treasure, but the other paths contain enemies or hazards. Either way, all paths lead to the same place.
The room past the blue barrier has a couple Reapers and a couple Buff Lizern await after that. The next room has a Neo Garchnel blocking your path and the area after contains a few dead ends and some Lilimas and Elus. You have to get through two white barriers to reach to correct portal. At the last area is a bronze door to the south leading to treasure. There are five Hard Poles that respawn quickly so you could end of trapped. Trigger the purple switch to reach some extra treasure and the exit.
There are four paths to choose from after activating a timed red switch. To the northeast is a Lightning Spirit and Giga Taranchu, due west is a Lightning Spirit and the other two lead to the same Ice Spirit and Swan Froggel. There is also a Death Reaper behind a blue barrier. Whichever path you choose, the end contains a Willowood and a couple Elu Chiefs. The exit is just beyond there.
Optional Bronze Door
Four Lv.50 monsters: a Quarry Star, Master Elu, Magichamaruneder and Axe King. The Axe King drops a gold key and the others drop bronze keys. The bronze doors lead to treasure. You might be able to open one of the bronze doors to protect yourself from the ranged attackers and defeat the Axe King away from the others.
This floor has two ways to reach the exit. The first is to ignore the bronze door near the beginning and head north through a bunch of Fire Spirits and Buff Lizerns. The portal in the small room to the east leads to a couple chests with Meta Ghosts. Continue north past the auto block to find a Flare Childrake. Childrakes have a short range elemental breath attack which is easy to avoid. At higher levels, they to a charging headbutt attack before doing their breath attack.
Go east avoiding the flame throwers to a room with a pair of Night Lilima. The portal northeast has a couple chests with a Skullbone. Of the two paths south, one is blocked by Fire Spirits and the other by a bronze door. Go through the door for if you can, otherwise avoid the Spirits' fireballs and defeat them.
Past the auto block, there is a lever to the east that stops the flame throwers, but it's guarded by two Meta Ghosts. At the end of the path with flame throwers is a Blood Lilima holding a gold key. Defeat her to reach the exit.
The second method to complete this stage is to open the bronze door at the beginning and warp to a room with multiple large flame throwers. There are five white switches that open the way forward. One near the west and another just north of it. One is just east of where started in a narrow path. Northeast from that switch is another narrow path with a switch. From there, head north for the last switch and exit. Bring fire resistant armor if available.
Head around the outer path in this floor and destroy the flame throwers and Death Barooms. Once that's done, head inside through the auto block. Along the path are pairs of Hot Bomber Chiefs between auto blocks. Further in will be several more Death Barooms and auto blocks before the exit.
Head south to find a couple Flare Childrakes. Continue along the path, past a pair of auto blocks to find red switches to your left and right guarded by Buff Lizern. To the north through the red barrier is a Dasher King. This guy can change direction quickly, so be careful. It might drop a bronze key with the nearby door holding some treasure. Going east will lead to some Death Barooms and a timed purple switch to the north. You might want to go through the auto blocks first to take care of the Fire Spirit before activating the switch. Past the purple barrier is a Mega Axe Man who drops a bronze key. The door nearby leads to a lever that deactivates a few flame throwers ahead. Going east avoiding the flame throwers will lead to a bronze door with two chests and the gate for the next floor.
The single path south is littered with fire arrow traps. At the end is a swarm of tiny Trappies and healing traps. After they're taken care of, go north to find a Flare Childrake and then more tiny Trappies. The bronze door leads to a lever that turns off the nearby flame thrower. You can open it yourself or defeat the Ogre Baroom to the north for a bronze key. Head west through the auto blocks into a room with several flame throwers. The path also has a Shados, Dark Shados and Abyss Shados. At the end is the exit and a small room with chests. Only the two bottom corner chests are real and the rest are mimics with the middle one being an Angry Mimic.
A Flame Demon holds the gold key for this floor. It can summon Fire Spirits and the moving flame throwers around the room can be annoying. If you get low on HP, the portals in the corners of the room lead to a safe spot with a couple healing traps, as well as the exit.
Optional Bronze Door
Two Lv.55 Skullbone Ghouls and a Lv.60 Gilden Road are this room's guardians. The skeletons will follow you if you get close and can do a long lunging attack. Defeating them with the Purify knife ability will help, but the Gilden Road is immune to physical, fire and resistant to lightning. Ice attacks is the best choice for this fight. It has a couple attacks including a dashing slash and a slash that creates balls of lightning that spray forward in a wave.
A fifth character will join your ranks after this.
A couple Meow Taos protect a red switch to the east. To the north are pairs of Elu Chiefs and Neo Garchnels. Defeat them and head west to a room filled with Boss Trappies. Retrieve the silver key from one of them and behind the door is a Lightning Spirit and second red switch. Backtrack back to the red barrier and enter the right portal.
Defeat the Kaiser Slippen and head south to a bomb trap filled room and red lever. The room north of the lever has electric floors plus monster and trigger traps. Avoid them and activate the blue switch.
Return to the previous area and take the left portal. Defeat another Kaiser Slippen and enter the bottom room with spike and trigger traps. The top room has quake and trigger traps along with some treasure. Activate the blue switch in the bottom room and return to the previous area.
Go through the now open blue barrier to find a King Gazeler. Hit the yellow timed switch to reach a yellow lever and chest with gold key. Enter the portal then head west to find a King Gazeler. The room east contains two Mega Axe Men, so lure one out and defeat them individually. Open the silver door and flip the green lever to reach the next area.
This room has four Neo Garchnels and a Blood Lilima. Defeat the Lilima for the gold key and head for the exit.
Head to the room with frost throwers and hit the lever at the south wall to turn them off. Lure the Star Garchnel blocking the path north to reach the portal. The next room is filled with bomb traps and a Dasher King. Use the traps to defeat the Dasher and head north to a room with electric floors and a pair of Ice and Fire Spirits. A few trigger and spike traps plus a Death Reaper is next. Hit the yellow lever and continue to a room with blades. The Meow Pao has the gold key.
Through the gold door is an Archgossfem and blue timed switch. As you move ahead you'll find a blue and red lever. Activating them will open the path as well as cause a flame thrower and spinning blade to appear. Defeat the Abyss Shados in the next room and continue past the auto blocks to a couple purple switches (the second chest along the way is a mimic). Hitting the switches will cause a Master Elu to appear. The room past the purple barrier has a lever guarded by a Shock Demon. I suggest hitting the lever to remove the spinning blades in the next room and escaping through the portal.
The next area has an Aqua Queen holding a gold key. The room after contains small Sea Nisper and a Marine Nisper with the gold key. Hopefully you can find a spot so they all slide around you. The exit is beyond the gold door.
A simple floor: just keep defeating enemies as they appear until a Gigolem with the gold key appears. Meow Taos, Elu Chiefs and Hot Bomber Kings will spawn here.
Go straight north through the portal to continue. Heading east or west will lead to switches that open treasure rooms. Skullbone Ghouls and Neo Garchnels guard the area. Through the portal is a Gilden Night with a trio of Quarry Star, Luna and Sunny. Defeat the fairies first since they heal then get the gold key from the Gilden Night. The knight has a wide range slash attack and a lunging slash attack. There are also healing traps in the corners. The bronze door behind the exit leads to a path with electric floors and treasure.
Go north to a room that splits into four paths. Each path contains a blue switch and will spawn monsters when activated, so I suggest exploring and defeating any existing monsters first. The red path will spawn Flare Childrakes and a Zap Childrake. The white path spawns Buff Lizerns and a King Lizern. Fire Spirits and Gigolem appear in the yellow path and Skullbones are in the purple path. Activate the purple path last if you don't have Purify to defeat the skeletons. Return to the blue barrier to reach the exit.
Two paths to choose from right from the start. The red path east has Hot Bomber Chiefs and Kings. The blue path west has no enemies. Both paths lead to portals that warp to a room with Great Gazelers and Death Barooms in the room after. The next area has flame throwers, Night Lilimas and Axe Kings. Get through the area to find three Childrakes guarding a gold door. The Zap Childrake holds the key and the exit is on the other side. Another character will join you after this.
Go south to find a bronze door with a lever to turn off some flame throwers. Continue south defeating the Flare Childrakes to find the silver key. A bronze door will have a lever to disable some frost throwers. Back through the silver door and along the next path are Snow Childrakes with another silver key. There's also another bronze door with lever to turn off some spinning blades.
Head back through the second silver door to find a final path with Zap Childrakes. Find the silver key to unlock the room holding the gold key in a chest. Return to the beginning to exit.
A Lava Dragon and Flare Childrakes fill this floor, but only the drakes hold the silver key needed to reach the exit.
Optional Bronze Door
A Lv.150 Frost Dragon and some Lv.75 Snow Childrakes are here. Ice absorbing armor is recommended if available. The drakes also use the lunging attacks here.
This floor will introduce the Potato monster. Potatoes are flying balls with tentacles and eyes that chase you around and can even bypass walls. They're also immune to all damage so it's best to just run away from them. Getting hit by them will damage all of your active character's HP bars at once.
The exit gate is in the northeast corner of the room and there are several monsters in the way, but I suggest just running to the exit. First head all the way to the east and take the portal behind the auto blocks. Next, go west past the poison gas traps and continue west to find electric floor tiles. Jump over them and continue north avoiding the Ice Spirits. You'll reach a pair of electric floor tiles. Jump over the bottom ones and continue east past the fire arrow traps and auto blocks. Head north then east to find more auto blocks. Past these blocks is the exit.
There's a Potato in this area, as well. Activate the red switches to the east and west, guarded by Neo Garchnels. The area past the red barrier has two blue switches to the west that will spawn a Dasher King upon activation. Head through the blue barrier to find a King Lizern. Get through the frost throwers and activate the timed yellow switch to reach a portal.
On the other side are some Magichamas which hold the silver key needed to continue. Past the silver door and portal will be an Aqua Queen with bronze key. Open the bronze door to the south to activate two levers that will disable the frost throwers and spinning blades. Hit the timed white and green switches to run to the white barrier west.
The next area has some frost throwers, but they can be disabled past the first set with the lever to the east. There's a Metal Gigolem here as well, but you can just run to the exit since the potato might be still chasing you.
This floor is a bunch of rooms connect by portals. There are also three red switches to activate in order to reach the exit. Take the following portals to reach the exit:
- NE 5 times then SW to reach the first switch
- NE 3 times then SW for another switch
- NE 4 times then SW twice for the last switch
- NE 3 times then SE for the exit
This floor has two ways to reach the exit. First is to enter the nearby portal and fight a Jezma for a gold key. The Jezma can warp around and form energy balls that are shot towards you. There's also a Potato flying around.
The second path to the exit is through the bronze door and portal to a straight path filled with Garchnels, trigger and Potato traps, and a Potato chasing you. Only the first method will allow you to enter the bronze door at the end.
Optional Bronze Door
A pair of Lv.70 Giga Taranchus and a Lv.80 Chaos Willowood await here. If the Potato from the previous room saw you, it'll still be chasing you here.
Just to the north is a couple of Megalo Dashers and Neo Garchnels. Further north are a couple Death Reapers patrolling the sides of the room and a Axe King at the top. A Final Ghost is also nearby, so prepare some elemental attacks. Follow the path east to find some Ice Spirits and another Axe King at the end. Take the portal to another area.
This room a a giant Fire Spirit and some Death Barooms. Defeat them and flip the red lever on the other side of the gold door. Return to the previous area and head for the red barrier. Past the barrier and to the east is a Dasher King. A Shell Pole will be shooting just ahead and two Neo Garchnels are before it. Lure them out to defeat them. Continue to find an Axe King and the Shell Pole protected by flame throwers. The Pole has the gold key so you'll have to get to it.
Once you have the gold key, backtrack to the west path and activate the timed purple switch behind the gold door. The north path has a pair of Death Reapers and a Sylphie Storm to fight. The middle path has two Ice Spirits and a Helluzard and the south path has two Megalo Dashers and a Gilden Baron. Whichever path you choose, the exit will be after it.
Taking the bronze door to the right will lead to a Lv.80 Proto Gigolem. Defeat it and you can reach the exit. Taking the long way through this floor, head north to two Star Garchnels and three King Lizerns. Head north to find some Demon Shroomgos. To the northeast a room with some treasure and a couple Final Ghosts. Southeast will lead to a red lever and Gossfem. A couple bronze doors can help you avoid the monster. Flipping the red lever will close a barrier to some treasure, but will also lock in a Proto Gigolem. Backtrack and take the north path.
There's a Hard Pole in the center of the next room and pairs of Abyss Shadoses and Night Lilimas. Go north to a room with more King Lizern and a Gossfem. A chest behind the Gossfem holds a gold key. Return to the previous room and head south to the gold door. Another Abyss Shados and some stationary Star Garchnels protect a blue lever. Get past the blue barrier to a portal to reach the next area.
Hit the two green switches (and defeat the Gossfem if you want) and returnn to the previous room. Head north and take the west path through the green barrier. A bronze door holds the lever to disable the flame throwers. There's a Final Ghost holding a bronze key past a couple of the flame throwers. Activate the timed purple switch to the north and dash to the exit.
There are eight portals in this room and each contains a blue or red switch. The north, south, east and west portals contain the blue switches and red ones are in the rest. Here's the list of monsters in each room:
- North: An Aqua Queen and two Sea Nisper
- South: A Blood Lilima and two Quarry Lunas
- East: A Sylphie Storm and two Slippen Soldiers
- West: A Gran Gossfem and two Elu Chiefs
- Northeast: An Axe King and two Mega Taranchus
- Southeast: An Abyss Shados and two Lethal Reapers
- Southwest: A Neo Jezma and two Meta Ghosts
- Northwest: A Phanatos Gibbear and two Buff Lizern
I suggest going for the red switches. The two smaller enemies can be lured away by staying near the walls. The Neo Jezma's pattern of attack is to create four energy balls to shoot at you three times then to shoot multiple balls in a frontal cone. This second attack is the best time to throw some hits from behind. The Phanatos Gibbear also shoots three bullets instead of one.
The final battle will separate your party. Each member will have to fight a version of the boss and then fight the final boss together at the end. If you don't defeat the weaker versions, they will appear along side the final version which would make things quite difficult.
The first Dark version moves quickly and will drop poison on top of your character. It will also summon an additional monster as it gets weaker. First a Sylphie type, then a Quarry type and finally a Magichama type. The boss can also create a sword that will either stab forward or rotate once before disappearing. Keep moving constantly and use jump attacks as you get close to the boss.
The second Impact version will attack like the Slippen monsters by charging at you and won't stop until it hits a wall. Monsters summoned this time include a Nisper type, a Froggel type and a Childrake type. As the boss weakens, it'll start to shoot out projections during its attack, but I don't think they can actually harm you. At even lower HP, the boss will start charging at you from further distances. Like the Slippen, you can attack the boss as it charges past you. This will be slow, but it'll work.
The third Wave version will shoot a large frontal beam of energy. Another attack includes shooting balls of energy outward in a circle twice. You'll have to move away in order to be able to dodge the balls. The summoned monsters are a Reaper type, a Dasher type and Shados type. The boss will use its second attack more regularly at lower HP, so it will be difficult to get close. Ranged attacks might prove more efficient.
The final version will use some attacks of the defeated weaker versions as well as some unique attacks. These include dropping several diamond shaped bombs that explode a couple seconds later, creating spears that surround you in a circle and converge, creating four swords that move in a square around the boss before disappearing, shooting balls of energy that home in on you and sending a fast rotating sword towards you. The boss is also slightly transparent between attacks and cannot be harmed during this time. Be ready for a long fight, as the boss has plenty of HP.
Once the boss is defeated, the stage is immediately cleared. Congratulations on beating the game! After some scenes and the credits you'll prompted to save and return to the title screen. Load this save and you'll be back at the Railyard ready for some Post-game dungeon crawling. There is no new game+ so starting a new game is the only way to view the story again.
Bonus Dungeons
Bonus dungeons are unlocked via Explore. They are completely optional and exist to provide a challenge other than random dungeons. Here are the ones I have unlocked, but I believe there are two or three more versions of Darkness that I haven't found.
Getting Stronger
So you wish to continue playing to get stronger? Maybe aiming for the platinum trophy? First thing you should do is to talk to Sproutji in the northeast part of the Railyard to receive a free Widen. Make sure you protect this item so it's not accidentally deleted. I suggest concentrating on raising your ATK since I found DEF to be quite useless. I tried raising my DEF to 6000+ once but Lv.300 monsters could still easily break my low durability equipment and kill me, so I ignored it after that. The process to get stronger will be slow, but here's some goals to aim for.
Level Up
Once you've chosen or created the characters you want to use, leveling each job to level 99 will grant your characters plenty of JP as well as HP, MP and mana for energy frames. I decided to use two characters with the No Food/Poison/Medicine+HP trait as my attackers and another with Caring. Having two attackers is useful because leveling up is faster in Support with the Pyro ability Bench Warmer. So it's faster to use one attacker to fight as the other levels up in a lower level job.
Baby-geons, Ran-geons and Hard-geons are all good places to level up. Start defeating all the monsters you encounter and try to avoid Devil and Hell gates. Angel gates should be a priority as they'll increase drop and rare title rates to help you find better equipment. If monster levels get too high, you can try to find an exit or just leave or die, but found equipment will be lost. Floor 15 will have a Willowood boss with Pole monsters guarding it. If you can defeat it and get its gold key, then you can reach the exit. As you raise your ATK, starting monster levels will also go up which will result in more experience. Eventually you'll get to level 99.
Collect Titles
While dungeon crawling, you'll be collecting a lot of equipment. Be on the lookout for the main-title Rare Title Ratio +X. The highest it can go is +50 and if you find one in a ran-geon, you might want to attempt use Fortify gates to increase the number of sub-titles it has. Some LCK equipment will also be needed to farm for high leveled sub-titles.
Thanks to Adellus for this sub-title farming strategy. Once you've collected enough Rare Title Ratio equipment (maybe 1000+), head to Silvan Cave 3F. At the end of the floor is a bronze door that leads to five respawning Hard Poles. With enough LCK and thief abilities Drop Rate+, Good Drop and Happy Song, they will constantly drop equipment. You'll be looking for items with more Rare Title Ratio main-titles, or high-level sub-titles such as Universal Principle or Infinite Circuit. An ATK item or weapon with Flicky will also be useful as you can fill it with sub-titles to make it quite powerful. Use more Infinite Circuits to reduce the mana cost of the item to zero.
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Is Disney worth it?
Hi Everyone! First off, thank you for helping us. We haven't ever been on a cruise before. Initially, I was interested in a Disney cruise. Just about everything I have read here and elsewhere has been positive. We have two kids, 8 and 15, so I thought a Disney cruise would a great experience for them. My wife and I like Disney stuff as well (although we're not HUGE fans).
Is a Disney cruise worth the extra money? A 7 night Caribbean cruise is roughly $3700.
I just got done browsing Carnival's site and it appears that a similar cruise thru them would cost half the Disney cost! Is it worth it?
Since we're new to cruises, we're not sure what to expect. I've read all about the Disney cruises and know there is a ton of stuff for the kids. We want to make sure there are plenty of great kid activities on board, not just a baby sitter.
Thank you for your opinions.:)
Is paying a $100 a day to go to the Disney parks worth it? Disney is Disney, and they always demand and get, higher dollar. You can't begin to compare them to anyone else, there is nothing like them. It's all about the Disney experience and the high quality of the Disney product. A Disney cruise is a total immersion into Disney. The ship has Disney decor and hidden Mickey's throughout the ship. The new Disney Dream has pictures that come alive as you walk by them. It has a new Aqua Duck roller coaster that is sure to thrill young and old alike. Of course there's the characters, and Disney themed dining. There is no casino on their ships. That area is turned into the children' area. Production shows are Disney themed and of top quality. Movies on board - Disney movies in a theatre and by the pool. There's plenty of adult areas on the ship and on their private island. Disney also is the only cruise line authorized to shoot fire works off their ship. Disney is a high quality product. I've never seen Disney be chintzy. Is it worth it? You'll have to decide on the type of experience you want for you and your family.
Thanks, Fanatic. I think we're going to look into a carnival cruise. Sooo many options....!
We're considering either eastern or southern Caribbean.
Go for Carnival,,,since doubt your 15 yr.old
would really think Disney that great for the extra money,,,of course,,,I live in Orlando,,and sort of Disney ed out,,,haha....think the s.Carribean more fun,,,if eastern one same as one I just went on,,,ports a little rough...like Belize,,et...but like Mayan sites,,,see excursions in each port,,,pick ones that interest all...good luck,,have fun....they ll still have pools,kid activities,,etc....lots of things for kids to enjoy...
DH and I just got off our 9th Disney cruise on the Dream at the end of April and we love DCL. We don't have kids, but we both enjoy Disney in general. We just love the stateroom accomodations (having two seperate bathrooms and a tub-what a luxury), the attention to detail, the theming, the new Aqua Duck was a blast and the CM's onboard are the friendliest crew of any line we have sailed on. Course' the fact that you really don't have to pay to eat at different main dining room is also a plus. I get bored easily so it's all about the stuff for me. :) Oh and Disney's private island Castaway Cay is beautiful and no locals to hassel you-it's all Disney CM's and you can charge everything back to the ship using your KTTW Card. Did I also mention that soda is free????
It's definitly our favorite cruiseline. :)
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Study to Determine if Monitoring of Labor Shortens the Time to Delivery (BirthTrack)
This study has been withdrawn prior to enrollment.
(Lack of funding for the company has resulted in termination of the study.)
Barnev, Inc.
Information provided by:
Barnev, Inc.
ClinicalTrials.gov Identifier:
First received: October 30, 2009
Last updated: June 22, 2011
Last verified: October 2009
- Full Text View
- Tabular View
- No Study Results Posted
- Disclaimer
- How to Read a Study Record
The purpose of this study is to test the hypothesis that using the BirthTrack for management of labor shortens the time to delivery and thus improves both maternal and perinatal outcomes.
|Device: BirthTrack
|Study Type:
|Study Design:
|Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: Open Label
Primary Purpose: Treatment
|Official Title:
|Management of Labor Using the BirthTrack Computerized Labor Monitoring System
Further study details as provided by Barnev, Inc.:
Primary Outcome Measures:
- Shortened time to vaginal delivery [ Time Frame: Length of labor until delivery ]
|Estimated Enrollment:
|Assigned Interventions
|Experimental: BirthTrack Monitor
Device: BirthTrack
Measurement of cervical dilation and head station
Other Name: Computerized Labor Monitoring System
|No Intervention: Control - no BirthTrack Monitor
|Ages Eligible for Study:
|18 Years and older (Adult, Senior)
|Sexes Eligible for Study:
|Accepts Healthy Volunteers:
Inclusion Criteria:
- The patient must be ≥ 18 years old
- Nulliparous
- Singleton fetus in vertex presentation
- Gestational age 36-0/7 or more
- Reassuring fetal heart tracing
Exclusion Criteria:
- Any significant medical condition which in the Investigator's opinion may interfere with the patient's optimal participation in the study
- Low lying placenta (edge 3cm or less from cervix)
- Known or suspected fetal or maternal infection
- Maternal thrombocytopenia (platelet count <100,000)
- Maternal bleeding disorder
- Women with previous uterine surgery
- Known major fetal malformation
- Suspected fetal growth restriction (EFW<10th percentile)
- Subjects with significant psychiatric history
- Major maternal morbidity (e.g. major cardiac disease)
- Subjects with indication for immediate delivery
- Limit on cervical dilation (e.g., up to 7 cm.)
- Prolonged rupture of membranes (i.e., > 24 hours)
Contacts and Locations
Choosing to participate in a study is an important personal decision. Talk with your doctor and family members or friends about deciding to join a study. To learn more about this study, you or your doctor may contact the study research staff using the Contacts provided below. For general information, see Learn About Clinical Studies.
Please refer to this study by its ClinicalTrials.gov identifier: NCT01005667
Please refer to this study by its ClinicalTrials.gov identifier: NCT01005667
|Canada, Ontario
|Mount Sinai Hospital
|Toronto, Ontario, Canada, M5G 1X5
Sponsors and Collaborators
Barnev, Inc.
|Principal Investigator:
|Barak M Rosenn, MD
|St. Luke's-Roosevelt Hospital Center
|Principal Investigator:
|Dan Farine, MD
|Mount Sinai Hospital, New York
More Information
Keywords provided by Barnev, Inc.:
ClinicalTrials.gov processed this record on August 16, 2017
|Responsible Party:
|John Quigley, Barnev, Inc.
|ClinicalTrials.gov Identifier:
|NCT01005667 History of Changes
|Other Study ID Numbers:
|Study First Received:
|October 30, 2009
|Last Updated:
|June 22, 2011
Keywords provided by Barnev, Inc.:
Nulliparous women in spontaneous labor
ClinicalTrials.gov processed this record on August 16, 2017


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"The Art of Video Games" Now Open at Phoenix Art Museum
Pac-Man, 1981. Toru Iwatani, original concept; adapted by Tod Frye and NAMCO BANDAI Games, Inc. All rights reserved.
Video games are art. That is the unwavering stance of Java innovator and noted game aficionado Chris Melissinos. When he talks about writing gaming code, he compares it to writing poetry. These games are more than digitized pastimes -- they're an amalgam of all forms of traditional art, he says.
And if you take a second to consider his equation (narrative plus orchestration plus painting plus social reflection plus sculpture equals video game) there's really no way to argue the point. For more evidence, there's the exhibition Melissinos curated, "The Art of Video Games," on view at Phoenix Art Museum through Sunday, September 29. The show looks at the 40-year history of gaming and how it has evolved over that span of time -- from Pac-Man and Pong to World of Warcraft.
See also: Phoenix Art Museum to Feature Artcade Show Games in July Ten Favorite Arcades in Metro Phoenix
Originally Melissinos curated the exhibition for the Smithsonian. That was after being asked in development circles what was being done to preserve, study, and show video games in pop culture. Those chats got him thinking about his lifelong love of video games and his earliest experiences with them.
"I remember when my family got a Sears brand Pong machine in the early '70s," Melissinos says. "I was mesmerized by the fact that, here was a machine that was plugged into the television, which was a one-way tool always talking to you."
"There was more to the machines than we could believe."
He says that sense of wonder has never left him. Nowadays he has two dozen gaming systems at home. "We've barely scratched the surface of what video games can do," he says. "I'm constantly mesmerized and enthralled."
The exhibition pulls you in, partly with nostalgia, creating a feeling similar that of getting sucked into a game. It's arranged like a chronological arcade, featuring many consoles from Melissinos' collection. "For me it's a very personal, candid observation," he says. It's so personal, in fact, that the 60- to 90-second videos included in "The Art of Video Games" are recordings of Melissinos playing featured games. He also annotated the games, explaining their importance as far as their design impact and influence on games that were later released.
Spanning 40 years of video game innovation, the show assembles 20 systems and 80 games that reveal how the medium has evolved from super-simplistic to hyper-realistic.
A crucial part of the exhibition is its interactivity. Five games are playable within the museum, includingPac-Man
,Super Mario
, andFlower
, though playtime is limited to five minutes. "Without playing and without the interaction, video games do not emerge to become art," he says. It's the fact that these works engage us that makes them such a fascinating part of an emerging art history.
But Melissinos' ultimate goal with the show? "I hope people walk away understanding that video games are so much more than they believed them to be when they first got there."
The museum's complementary programming for the exhibition pushes the bounds of the show further with screenings of such films asTron
,The Gamer Age
(the filmmakers will attend the showing and take feedback from the audience), andScott Pilgrim vs. The World
Also on the programming schedule are lectures -- including one from Melissinos on June 29 and another on July 31 with John Sharp, associate professor of Games and Learning at Parsons The New School for Design. Plus, pieces from "The Artcade Show" will be on display (and playable) at the museum starting July 20.
Interact with your art in the Steele Gallery at 1625 North Central Avenue. Admission is $15 for adults, $12 for seniors, $10 for students, and $6 for those ages 6 to 17. For more details and a full schedule of the museum's programming scheduled in conjunction with the exhibition, see www.phxart.org or call 602-257-1222.
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"Why did you choose this product?"
I ordered my ring 10/26/12 and it arrived 10/29/12 with regular shipping. The ring is BEAUTIFUL!! When ordering I was hoping the stone was not going to be a washed out blue, it wasn't and I love the color of the blue diamond, it's a tealish blue. I have little hands and this ring is perfect. If you see your size don't wait to order like I did as you wil end up getting 1/2 a size larger. This ring is more than worth the money you will pay for it....
Miadora Sterling Silver 1/10ct TDW Blue Diamond Promise Ringby Miadora
ITEM#: 14063047Gorgeous as a promise ring, this piece features a blue diamondencased in a sterling silver setting. The round-cut blue diamondprovides a burst of color and is an elegant size that adds a touchof sophistication to any look. The high-polish sterling silvermounting features heart-shaped cut-outs and four prongs to hold thediamond securely in place.
- Engagement style promise ring
Blue Diamonds
- Diamonds: One
- Diamond cut: Round
- Diamond measurements: 2.9 mm
- Diamond weight: 1/10 carat
- Color: Blue
- Clarity: I1-I2
- Setting: Prong
- Metal: Sterling silver
- Finish: High polish
- Weight: 2.6 grams
- Ring setting dimensions: 3 mm wide x 2.3 mm high
Diamond total weight: 1/10* carats TW
All weights and measurements are approximate and may vary slightly listed information. *T.W. (total weight) is approximate. 1/10 carats T.W. may be 0.08 to 0.12 carat. Treatment code G (blue diamonds). See Treatment Guide for further information.
Click here for ring sizing guide
This ring cannot be resized.
See Treatment Guide for further information.
|Sterling Silver
|Total Diamond Weight
|Up to .5 Carats
|Ring Style
|Colored Diamond, Promise
|Stone Shape
|Band Width
|2-3 mm
|Jewelry Setting
|Metal Color
|4, 4.5, 5, 5.5, 6, 6.5, 7, 7.5, 8, 8.5, 9
|Stone Color
|Stone Properties
|Color Enhanced
|See Details
|Model Number
|Country of Origin
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I ordered my ring 10/26/12 and it arrived 10/29/12 with regular shipping. The ring is BEAUTIFUL!! When ordering I was hoping the stone was not going to be a washed out blue, it wasn't and I love the color of the blue diamond, it's a tealish blue. I have little hands and this ring is perfect. If you see your size don't wait to order like I did as you wil end up getting 1/2 a size larger. This ring is more than worth the money you will pay for it.Read More
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>Racing>One more tapering thread
I am training for my first HM. Right now I run 6 days a week most of the weeks: an hour(~6 miles) on TM on weekdays and three hours(~16 miles) on trails on Saturdays. Have been running for 40s miles a week for last couple of months.On the weeks when I am not able to do long runs, I try to run little longer during other runs trying to get 40s weekly mileageOnce a week I work on my speed. During my last long run, I ran last 4 miles at higher effort and planning to do it for last 5-6 miles during my next long runs
Race is on March 30th.I won't able to run on the weekend of (Fri, Sat & Sun – March 15, 16 & 17th). So I will be running only around 30s miles (four runs around 8 miles each) for that week. So it won't be possible to have long run during this week.
That will leave me with two weeks including one weekend before the race.How should I plan my runs during these two weeks? Should I have a 16 miler a week before the race? If no, how long should be the long run? Should I run hard for last 6-7 miles during this long run?
I understand that mileage should be cut down 7-10 days before the race. How much mileage should be cut down?
What about speed work? Should I do more speed work? If yes, how many? How long these speed works should be?
I understand that we are different and what work for one might not work for other. But would love to hear about your experience and advice.
Reports on long runs
Well, since no one else has responded, I'll jump in. You've got a lot of stuff laid out, but it looks to me like you're overthinking it. Based on your current training and fitness, I think you have no worries, other than avoiding injury. That's plenty of weekly mileage, you have some speed work, you have long runs. If it were me, I would not run sixteen a week before the race. Maybe ten, no more. In fact, the one sixteen you did two days ago is plenty. Now, just run consistently, then during the final week, lighten up to, say, 5, 4, 2, 2, and 1 mile easy runs. You'll do fine. Probably better than fine!
Well at least someone here is making relevance to the subject. - S.J.
I've always read that your last hard workout should be 10 days prior to the race. With that said I wouldn't schedule in a hard workout 10 days before the race just to do it.
After that, just easy miles from there in. Several recent discussions recommend not to take the day before the race completely off. If you want to take a complete rest day, do it 2 days before the race, but get a few easy miles in the day before the race.
My last week of my Hanson training plan before the marathon is like this:
10 days out - 13 miles - 10 at MP. (last hard workout before the race). Then 7, 8, 8 to finish that week out all easy.
Week of the race is 6, 5, rest, 6, 6, 3, Race.
I'll be around the 60 mpw range when I hit that taper so you might want to reduce those mileages a bit, although many will say that a taper isn't as important to a half marathon as it is to a full.
Like ledlincoln said, don't overthink it. Get some easy miles in but don't overdo it.
Age: 49 Weight: 202 Height: 6'3" (Goal weight 195)
Current PR's: Mara 3:14:36* (2017); HM 1:36:13 (2017); 10K 43:59 (2014); 5K 21:12 (2016)
TedLincoln is pretty much right on with his advice. Don't overthink, and don't do sixteen the week before.
If it were me I wouldn't run at all the day before, but then that is me.
Stick to what you've been doing and rock your half.
Thanks for your replies. It helped. I might do something like 5, 4, 3, 2, and 1 & will make sure not to do any hard workout 10 days before the race. I still am debating if I should be running a day before the race or not. If at all I run, I won't run more than 15 minutes. Also I will for sure not run a 16 miler a week before the race. May be I will run for 90 minutes or so and that will be easy miles as well.
npaden - I started running at 153 bpm instead on 159 bpm for my easy runs after seeing your response regarding heart rate and to my surprise I am not running slower! I might go lesser than 153 bpm, but don't want to make that change before I complete the race.


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Phoenix Knife House Throwing a Grand Opening Party This Sunday (Dress Sharp)
Yoshikane SLD Kurouchi Damascus Stainless Steel
Phoenix Knife House
This fall, Eytan Zias, ex-New York restaurant chef and owner of Phoenix Knife House, moved his specialty cutlery shop from Scottsdale to a bigger space in Arcadia. Now, a few months later, he's ready to celebrate.
See also: Chow Bella's Gift Guide for the Foodie and Tastemakers 2012: Eytan Zias
From 5 to 7 p.m., Sunday, December 16, Zias is throwing a party to welcome folks to the new digs. And this ain't no sales event on the sly -- just a chance to drink free beer, eat free pizza, and let Zias introduce you to his 300 or so sharp little friends.
Oh, and guess who'll be slingin' the wood-fired 'zas?
Tending to the party's pies will be Jason Raducha. Raducha recently launched a micro-bakery through Kickstarter called Noble Bread and is currently working with chef Patrick Boll on the P. Joseph Project, a pop-up dinner concept at downtown's Squash Blossom restaurant.
Opened in 2007, and specializing in Japanese and custom professional kitchen cutlery, hand sharpening, and repairs, Phoenix Knife House carries around 300 knives in addition to knife rolls, sharpening stones, chef jackets, utensils, and books.
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Phoenix, AZ 85018
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HIGH-FLYING Cronulla are safely ensconced in the top eight, but there is considerable tension off the field with a NSW government decision on their $200 million redevelopment around Toyota Stadium imminent.
A spokesman for the O'Farrell government's Department of Planning and Infrastructure told the Herald it was finalising its recommendation to the Planning Assessment Commission on whether the club-saving financial rescue plan should go ahead. After nearly 18 months, it is anticipated it could be delivered, and released publicly, within days.
A positive recommendation would be a huge win for a club thriving on the field this year under coach Shane Flanagan, despite a limited budget. If the redevelopment - which includes a 600-unit residential complex - is given the red light, there will be grave consequences in the Sutherland Shire.
Sharks officials have said the football arm of the club will survive in any case, but it would be ''curtains'' for the Cronulla Sutherland Leagues Club attached to Toyota Stadium, according to a source with close links to the organisation. The St George bank is owed about $13 million and is likely to foreclose on the loan if the redevelopment package hits a dead end.
The project, which would also include a retail and restaurant component on the land owned by the Sharks near the stadium, has been devised by the club in conjunction with a consortium of three property developers, led by Bluestone Capital Ventures, to alleviate Cronulla's crippling debt.
Under the terms of the proposal, the Sharks would receive $10 million from their property partner within 90 days of the redevelopment being approved, allowing them to pay off a large portion of that outstanding money almost immediately.
Flanagan's team has already overcome some considerable hurdles this season to be equal second on points. But the redevelopment hangs in the balance, having had to jump through significant political hoops, and battle against local council and community opposition.
The Sharks' proposal was logged as a ''state significant'' project under planning legislation in the final days of the NSW Labor government last year. The O'Farrell government scrapped those laws but, rather than being sent back for council approval, it was allowed to remain under the department's jurisdiction, with the final decision to be made by the independent Planning Assessment Commission. That body will focus on the issue once it receives the department's recommendation.
Cronulla chairman Damian Irvine declined to comment, and the club's property partner said all it could do was wait for the recommendation to drop. While the project is of considerable importance to the club, Bluestone stressed the need for housing and retail in the Woolooware area.
''We've followed the process to date,'' Bluestone managing director Ben Fairfax said. ''We've listened to the community, we've responded to the concerns of the community, we've met with all the relevant agencies and responded to their concerns.
''We've been very transparent in the process and we, like everyone, wait to hear the recommendation of the department.''
The Sharks have stressed the club would survive if the redevelopment is turned down, saying their frugality in recent years had resulted in a sustainable entity. Under the current regime's strict spending set-up - they have not employed a chief executive since Richard Fisk quit two years ago - club losses have been cut back from $3.5 million annually to $400,000 in three years.
There are fears the death of the leagues club would have a serious ripple-on effect to the Sharks' under-age teams.


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Few notebook components are more important than the laptop battery. Without this internal power source, the portability of a laptop would be impossible, so it is very important to have a reliable laptop battery with excellent battery life. There are different battery technologies that use unique methods of storing and providing power, and these differences have advantages and disadvantages. Additionally, you will be able to decide from multiple options involved with purchasing a new laptop battery when it inevitably wears out. Some of our top brands at Spare Parts Warehouse currently are the Compaq laptop battery replacement, the HP notebook battery replacement, the Acer laptop battery replacement, along with Sony and Toshiba laptop batteries and replacements. There are more choices, still, but these are some of the more popular brands.
Today, the most common type of laptop or notebook battery used today is the lithium-ion model. Compared to older technologies such as NiCad and NiMH batteries, Lithium-ion does not exhibit the "memory effect"--something which could cause batteries to prematurely lose capacity if they weren't properly discharged on a regular schedule. Lithium-ion batteries also have a better power to weight ratio than previous laptop batteries. HP, Compaq, Acer, Sony, Toshiba, Dell, IBM, and Levono notebook and laptop battery replacements are some of the most efficient available, and each offer different features that will suit your needs.
The other most popular laptop or notebook battery types are NiCad (nickel-cadmium) and NiMH (nickel-metal hydride). NiCad is more durable than most other technologies and often used where a rugged battery is necessary. They are more costly to produce, however, and prone to charging problems related to temperature. They also tend to last longer, with more charge and discharge cycles, but are also very expensive. It may be helpful to research some of the HP battery replacements, or perhaps Toshiba battery replacements, for example, before deciding on whether you'd like to or need to invest in one of these NiCad battery-powered laptops.
When shopping for a replacement laptop battery, it is important to ensure that it is compatible with your specific model. Laptop batteries come in many shapes and sizes, as well as different voltages and configurations. Spare Parts Warehouse is committed to helping you identify the proper batter you'll need, whether it's an HP or an Acer, an IBM or a Sony. We know our battery replacements and will inform you accordingly.
Replacement laptop batteries generally come in two varieties. The first is an OEM battery, made by the laptop's manufacturer. The second is a compatible battery made by a third-party. Third-party compatible batteries are designed to meet or exceed the specifications of the OEM battery, but usually at a much lower price. As long as you purchase your compatible battery from a reputable seller with a warranty, you can be assured of both compatibility and quality, and you can rest assured knowing that you did not pay too much for your Compaq replacement laptop battery--whatever the model and make was which you purchased.
You can find third-party batteries if you need an HP battery replacement, a replacement of an Acer battery, or for many other types of laptop brands. Some are easier or harder to come by, but Spare Parts Warehouse does its best to stay a stocked and informed provider of all different brands.
For the most part, you will know when you need a battery replacement when you find that your computer has gradually begun holding its charge for less and less time. When before it held a charge for 4-5 hours, now it may only last a couple hours or less, and eventually it will only run for a matter of minutes before you need to plug it in. This is a completely natural process in battery life, and it simply means that it's time to search Spare Parts Warehouse to buy a Sony laptop battery or to buy a Toshiba laptop battery. We have them all, so please explore.
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The United States should strengthen a century-old law designed to protect the domestic shipping industry, rather than relax it under pressure from the energy industry,
Brazil's presidential vote will likely delay some investment decisions this year but spending on infrastructure is expected to remain strong, a senior government official told Reuters on Tuesday.
Saudi Arabia, the world's top crude exporter, will supply full contracted volumes of crude oil to at least two Asian term buyers in May, unchanged from April, industry
A UK maritime intelligence provider Dryad Maritime released its Q1 maritime crime figures which show an overall downturn in incidents across the Horn of Africa,
Maersk Line today published its Sustainability Progress Update for 2013, showing a 3.8 million tonnes CO2 reduction in a year where the business grew 4.1%.
Aegis Group, a Leader in Oil, Gas and Chemical Logistics, announced successful early commissioning of the 70,120 KL Bulk Liquid Terminal at Pipavav port on West coast of India.
The risk of strike action at Port Hedland has escalated, after two more
unions representing tugboat workers sought permission to ballot workers
which possibly could lead to industrial action.
NewLead Holdings Ltd announced today that it has previously signed a term sheet with a leading financial institution to provide 75% debt financing for two second-hand
Crowley Maritime Corporation announced today that it has acquired majority ownership of Accord Ship Management (HK) Limited and Accord Marine Management Pvt. Ltd.
Petroleo Brasileiro SA borrowed 4 billion reais ($1.8 billion) in a 17-year loan from Banco Bradesco SA to help pay for work on the Abreu e Lima refinery in northeastern Brazil,
ADEC Cruise Ship Program
The Alaska Department of Environmental Conservation (DEC) Commercial Passenger Vessel Environmental Compliance Program is proposing to
Domestic Maritime Supports Nearly 55,000 American Jobs, Contributes More than $11 Billion Annually
New data released today shows that Louisiana ranks first in
The United States will scale back its nuclear bombers, submarine launchers and ballistic missiles in the first cuts to its leftover cold war nuclear arsenal since
Since March 2011, Japan's government has focused on the cost of cleaning up after Fukushima, the worst nuclear accident since Chernobyl. Now, the bill is coming
The U.S. Coast Guard on Tuesday closed the Mississippi River at Sabula, Iowa, after a barge struck a railroad bridge, said Eric Washburn, bridge administrator for
A 180-foot barge ran aground on Anna Maria Island after breaking free from a tug boat early Tuesday morning.
Coast Guard watchstanders at Sector St. Petersburg received notification at 2 a.
The port of Miami's total debt is set to pass $1 billion after Miami-Dade County commissioners approved a $225 million bond offering on Tuesday to meet existing
ACR Electronics announced the promotion of Gerald Angeli to President and General Manager. In his new position, Gerald oversees the manufacturing of ACR and ARTEX products,
Registration is now open for the Second National Maritime Strategy Symposium: Domestic Shipping Opportunities, being hosted by the Maritime Administration (MARAD) on Tuesday,
The Asia-Pacific crude market held steady on Tuesday as traders sought clarity on the supply of June-loading cargoes amid potentially higher Libyan exports.


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Individual pen body only, refill/nib sold separately.
The Cocoiro pen bodies are available in 16 colours, the beautifully sleek design is functional as well as compact and stylish.
Cocoiro refills come in 6 water-based dye colours - perfect for all your creations. The flexible semi-hard tip can create a range of styles and widths of line depending on pressure and speed. Black ball pen refill also available.
Interchangeable pen bodies and refills allow you to create your own unique pens. Bodies and refills come in several colours that can be mixed and matched - so go ahead and create one for home and one for work; or make a whole set for your next project!
Please note: As the pen body and refill/nib are sold separately from one another, to have a complete pen you need to order the pen body and refill/nib of your choice.
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Since the big, I don't know, panic buying, I cannot find any small pistol primers on the planet. When do you expect that a body will be able to obtain some more? Had to pull apart some .38 spec. to get the primers for a different loading project. Usually only buy 200 or so. Next time, I guess I will have to get the big box. Scheell's was wiped out. The guy said he could order some for me, but it didn't look like they could order any for themselves.
I never buy in quantities less than 1000. Just does not make sense to me. I used to buy them by the sleeve of 5000, but they have gotten too expensive and my supplier went out of business.
Same up this way. Primers in general, CCI in particular, have been thinner than usual since the Aurora shooting. I kept holding out hoping that CCI LP would show up. Monday after the Sandy Hook shooting, I went out and bought 2 bricks of LP and 3 Bricks of SR.
There are some out there, it just depends on how desperate you are. I've seen various primers for $40 to $60 a brick in the local classifieds.
When I get to the point where I only have a brick of a particular primers, it's time to buy more. If this feast or famine crap continues, it may become a 3 brick minimum.
I try to always buy at least 10,000 of each type.
Not all in one purchase, of course.
When I get down to 5000, I buy more of that type.
(If you don't belong to a gun club with a FFL, join one or organize one.)
I load mostly 9MM, 5.56X 45, 7.62X51, and .30-06. I buy bullets in case lots of 1000 or 2000, depending on caliber.
(Hint- buy Remington or Winchester military type FMJ bullets for practice. They're much less expensive and will kill a soda can just as dead as a Sierra Match King.:p)
I load other calibers as well--.45 ACP, .38 and .357 mag, .44 mag, .45 Colt, .25 ACP, .40 S&W, 10MM, .30 carbine, ,303 Brit, .338 WinMag, .375 H&H, 6MM Remington, but I don't stock very much ammo or reloading supplies for these since I don't shoot them very much.
I buy through my gun club that has an FFL, so I get dealer cost.
Gun club with a license sounds pretty good. Wish there was more interest around here, to even just have a gun club. Bought a key to a range about 2 hours from my house. Have only been there twice and haven't met any of the officers yet. My usual 200 yd county range was recently shut down because a round allegedly left the range and hit a farmer in his field. They have raised the berms, but no news about if it will re-open, or how it will be supervised.
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Jonathan Hepburn
Jonathan HEPBURN is the Senior Programme Manager, Agriculture at the International Centre for Trade and Sustainable Development in Geneva. He joined ICTSD in 2006, where he is responsible for the organisation's work on how farm trade policy and rules affect food security, equity and the environment. He has previously worked on development financing as Oxfam International's representative to the World Bank and IMF in Washington, D.C.; and on trade, development and human rights issues with the Quaker United Nations Office, Geneva. He has written on a range of public policy and trade issues, including on development financing, intellectual property rules, climate change, and food, agriculture and biodiversity.
Selected publications:
"Tackling Agriculture in the Post-Bali Context: A Collection of Short Essays". Meléndez-Ortiz, Bellmann, and Hepburn (eds). 2014.
"Food security and the multilateral trading system". In Meléndez-Ortiz, Bellmann and Rodriguez Mendoza (eds), The Future and the WTO: Confronting the Challenges. 2012.
Le système commercial multilatéral face aux politiques publiques globales. Bellmann, Hepburn and Wilke. 2012.
Tackling Perverse Subsidies in Agriculture, Fisheries and Energy. ICTSD; by Bellmann, Hepburn, Sugathan and Monkelbaan. 2012.
Promouvoir le développement durable dans le commerce mondial et les négociations multilatérales. Bellmann, Abdel Latif and Hepburn. 2011.
Agricultural Subsidies in the WTO Green Box: Ensuring Coherence with Sustainable Development Goals. Meléndez-Ortiz, Bellmann, and Hepburn (eds). 2009.
"Climate Change and Trade: Key Challenges and Options for Agriculture in Small Developing Countries". By Gueye, Hepburn, Sugathan and Chamay. In Climate and Trade Policies in a Post-2012 World. 2009.
Climate change and trade on the road to Copenhagen. ICTSD; by Gueye, Sell, Sugathan, Hepburn, Oliva, Biswas, and Chamay. 2008.
"International trade rules, agricultural production and trade patterns". In Trade and Sustainable Land Management in Drylands. 2007.
Selected articles:
Ending Hunger: Why governments need to transform trade too. Hepburn and Bellmann. In Financial Express, 25 Sept 2015
Eliminer la faim dans le monde, au-delà des beaux principes. Hepburn and Bellmann. In Le Temps, 1 Oct 2015
Vers des règles commerciales qui assurent la sécurité alimentaire. Morrison and Hepburn. In Le Temps, 5 Nov 2013.
Ruminations over Bali Morrison and Hepburn. In The Hindu Business Line, 20 Oct 2013.
Farm trade at Rio+20: Towards "the future we want?" In Bridges Trade BioRes Review, Vol. 6, No. 2, June 2012.
Uniting Against Hunger? Hepburn and Bellmann. In Express Tribune, 15 Oct 2010.
Biodiversity: why do farm trade policies matter? In Bridges Trade BioRes Review, Vol. 4, No. 3, Oct 2010
Green box subsidies: promoting sustainable development? In Bridges Monthly, Vol. 11, No. 4, June-July 2007.
Sustainable land management and trade: are they compatible? In Bridges Trade BioRes, Vol. 7, No. 3, 16 Feb 2007.