約 4,619,146 件
https://w.atwiki.jp/xbox360score/pages/1051.html
Monkey Island 2 Special Edition 項目数:12 総ポイント:200 難易度:★☆☆☆☆ 製品情報:マーケットプレース 配信日:2010年7月7日 DL費用:800MSP ジャンル:アクション アドベンチャー, パズル 雑学クイズ 国内マーケットプレースで配信されているが、ゲーム本編・実績共に未翻訳。 コメディ調なこともあって理不尽だったり難解な謎解きも多々あるものの、 X長押しでヒント、さらに連続でヒントを見続けるとほぼ答えの詳細ヒントが見られるので クリア自体は難しくない。(ノーヒント系実績の回数制限はヒント使用後にロードで回避できる) 一周で全実績解除可能だが、三時間内クリアには効率のいい進行が必要になるので 最初からクリア動画等をトレースするのでない場合は、2周を見積もったほうがよい。 Largo Embargo Complete Complete Part One Largo Embargo.(Part One Largo Embargoをクリアする。) 25 Four Map Pieces Complete Complete Part Two Four Map Pieces.(Part Two Four Map Piecesをクリアする。) 25 LeChuck's Fortress Complete Complete Part Three LeChuck's Fortress.(Part Three LeChuck's Fortressをクリアする。) 25 A True Pirate Complete the game.(ゲームをクリアする。) 25 Speed Demon Finish the game in under three hours.(3時間以内にゲームをクリアする。) 25 Monkey Master Beat the game without using one hint.(ヒントを1回も使わずにゲームをクリアする。) 20 Free Thinker Beat the game using fewer than 10 hints.(ヒントの使用回数が10回未満でゲームをクリアする。) 10 Old School Switch to classic mode at least once.(classic modeに1回以上切り替える。) 5 Five Minutes Later... Allow Guybrush to die.(Guybrushを死なせてしまう。) 10 Turning the Lights Out Complete the game by using object highlighting five times or less.(ハイライトされたオブジェクトの使用回数が5回未満でゲームをクリアする。) 10 Helium Inhaler Guybrush inhales some helium.(Guybrushにヘリウムガスを吸引させる。) 10 Call 9-1-1 Call the LucasArts helpdesk when walking through the jungle on Dinky Island.(Dinky Islandのジャングルを進んでいる時にLucasArts helpdeskに電話をかける。) 10 Old School ゲーム中にセレクトでオリジナル版に切り替えれば解除。 Five Minutes Later... 三章、酸のピットの上に拘束された場面で脱出せずに時間経過で死亡。 (他の場面でも死ねるかも?) Helium Inhaler 最終決戦中にヘリウムのボンベにゴム風船か手術用手袋を使い、それを使用で解除。 Call 9-1-1 Dinky Islandのジャングル内で正解のルートを通らずにさまよっていると 電話機がみつかることがあるので使用。
https://w.atwiki.jp/pipopipo555jp/pages/2345.html
OKINAWA THE LAST BATTLE II. INVASION OF THE RYUKYUS Seizure o f the Kerama Islands http //www.history.army.mil/books/wwii/okinawa/chapter2.htm#b2 The first landings in the Ryukyus were on the Kerama Islands, fifteen miles west of Okinawa. The boldly conceived plan to invade these islands six days prior to the landing on Okinawa was designed to secure a seaplane base and a fleet anchorage supporting the main invasion. An additional purpose was to provide artillery support for the Okinawa landing by the seizure of Keise Shima, eleven miles southwest of the Hagushi beaches, on the day preceding the Okinawa assault. The entire operation was under the control of the Western Islands Attack Group. The force selected for the landings in the Keramas was the 77th Division, commanded by Maj. Gen. Andrew D. Bruce; the 42oth Field Artillery Group was chosen for the landing on Keise Shima. 8 Steaming from Leyte, where the 77th Division had been engaged in combat since November 1944, the task force moved toward the objective in two convoys. The as LST s, 14 LSM s, and 4o LCI s, organized into a tractor flotilla with its own screen, left on 20 March. Two days later twenty transports and large cargo vessels followed, screened by two carrier escorts and destroyers. En route, the training begun on Leyte was continued. Operational plans were discussed and the men were thoroughly briefed with the aid of maps, aerial photographs, and terrain models. Booklets on habits, customs, government, and history of the Okinawans were distributed. After an uneventful voyage, broken only by false submarine alarms, the entire task force arrived on 26 March in the vicinity of the Kerama Islands. Naval and air operations against the Keramas had begun two days earlier. Under the protection of the carriers and battleships of Task Force 58, which was standing off east of Okinawa, mine sweepers began clearing large areas south of the objective area on 24 March. On 25 March Vice Admiral William H. Blandy s Amphibious Support Force arrived, and mine sweeping was intensified. By evening Of 25 March a 7-mile-wide lane had been cleared to Kerama from the south and a slightly larger one from the southwest. Few mines were found. Underwater demolition teams came in on the 25th and found the approaches to the Kerama beaches clear of man-made obstacles, though the reefs were studded with sharp coral heads, many of which lay only a few feet beneath the surface at high tide and were flush with the surface at low tide.9 [51] While the demolition teams surveyed the approaches, observers from 77th Division assault units studied their objectives. A fringing reef of irregular width surrounds each island. The coasts of the islands are generally steep and irregular. Narrow benches of coral rock lie along the coasts in many places. The beaches are narrow and are usually bulwarked by 4-foot sea walls. The only beaches of any considerable length are at the mouths of steep valleys or within small bays. All but the smallest of the islands are for the most part masses of steep rocky slopes, covered with brush and trees and from about 400 to 800 feet in height. Wherever possible the inhabitants grew sweet potatoes and rice on the terraced slopes of the hills and in small valley flats near the beaches. There are no roads and only a few pack-animal trails. No island in the group is suitable for an airstrip; none can accommodate large masses of troops or extensive base facilities. The military value of the Keramas lies in two anchor?ages, Kerama Kaikyo and Aka Kaikyo, separated from each other by Amuro Islet, in the center of the group, and bounded on the east by Tokashiki and on the west by Aka, Geruma, and Hokaji. These anchorages inclosed 44 berths, from 500 to 1,000 yards long, ranging in depth from 13 to 37 fathoms.10 (See Map No. IV.) Four battalion landing teams (BLT s) of the 77th Division made the first landings in the Kerama Islands on the morning of 26 March. The sky was clear, visibility good, and the water calm. Escorted by Navy guide boats, waves of amphibian tractors moved from LST s to four central islands of the group?Aka, Geruma, Hokaji, and Zamami. Cruisers, destroyers, and smaller naval craft swept the beaches with 5-inch shells, rockets, and mortar shells. Carrier planes strafed suspected areas and guarded against interference by enemy sub?marines and aircraft. Amphibian tanks led the amtracks to the beaches.11 The first unit ashore was the 3d BLT of the 305th Regimental Combat Team (RCT). At 0804 12 the 3d BLT hit the soutfiern beaches of Aka, an island of irregular shape, measuring 3,400 by 3,000 yards at its extreme dimensions and rising in a series of ridges to two peaks, one 539 feet and the other 635 feet high. Aka, "Happy Corner Island," lies near the center of the group. The 200 boat operators and Korean laborers on Aka put sporadic mortar and machine-gun fire on the Americans, without inflicting damage, and then re- [52] TERRAIN IN THE KERAMA RETTO was rugged. In particular the coastal terrain was precipitous, appearing formidable to the 2d BLT, 306 Infantry, 77th Division, as it approached Hokaji Island on 26 March. Below is an aerial view of Tokashiki Island. [53] treated into the steep central area as the invaders rapidly overran the beaches and the town of Aka. The next island invaded-and the first to be secured-was Geruma, a circular island five-eighths of a mile in diameter, lying south of Aka. The 1st Battalion Landing Team of the 306th Regimental Combat Team landed on the narrow beach at 0825, meeting no opposition except for long-range sniper fire. Within three hours it wiped out a score of defenders and secured the island. Before the engagement was over, DUKW s began unloading 105-mm. howitzers of the 304th and 305th Field Artillery Battalions for use in operations scheduled for the next day. The easiest conquest of the day was that of Hokaji, an island one mile by Boo yards, lying a few hundred yards south of Geruma and linked to it by an encircling reef that follows the contours of the two land masses. The 2d BLT of the 306th landed on Hokaji at 0921 and secured it without resistance. At 0900 on 26 March the 1st BLT of the 305th invaded Zamami, initially meeting little resistance. A two-legged, humpbacked island, approximately 5,500 yards long east-west and 400 yards at its narrowest point, Zamami is formed, except for a few low flat areas along the southern coast, by a group of wooded hills which rise about 450 feet. Amtracks carried the troops ashore in a deep bay that cuts into the southern coast. A sea wall fifteen feet from the water s edge held up the amtracks and forced the men to continue by foot. The assault elements received sporadic mortar and sniper fire until they reached the town of Zamami, just to the rear of the beach. Then a group of Japanese estimated to be of com?pany strength, together with about 3oo Korean laborers, fled north from the town to the hills. It became apparent to General Bruce by late morning of 26 March that the rapid progress of the landing teams would permit the seizure on the first day of an additional island. Accordingly the 2d BLT of the 307th, a reserve unit, was directed to seize Yakabi, northwesternmost islet of the Keramas, which was nearly oval in shape and a little more than a mile long. At IM 1 the battalion landed on Yakabi and, meeting only slight opposition, quickly overran it.13 On both Aka and Zamami the invading forces met stiffer resistance as they pressed up the steep slopes into the interior of the islands. On Aka a group of Japanese of platoon strength was routed by naval gunfire. During the afternoon the troops killed fifty-eight Japanese in a series of brief skirmishes [54] on the eastern heights of the island. Though the enemy fought from caves and pillboxes with small arms, he had no effective defense. By 1700 of 26 March two-thirds of Aka was secured; 300 Japanese troops and 400 civilians were still at large on the island. On Zamami advance elements of the 1st BLT of the 305th pushed up into the high ground during the afternoon without closing with the enemy. From midnight until dawn of the next day, however, groups of Japanese armed with rifles, pistols, and sabers tried to break into the American peri?meters near the beach. Company C bore the brunt of the attack, repulsing nine local thrusts supported by automatic weapons and mortars. One American machine gun changed hands several times. In a series of night fire fights that at times developed into savage hand-to-hand combat, the 1st Battalion killed more than zoo of the enemy at a cost of 7 Americans killed and 12 wounded.14 On 27 March the Americans took without opposition Amuro, an islet between the two anchorages and Kuba, the southwesternmost of the Keramas. Fitful action was still in process on Aka and Zamami on the morning of 27 March. On Aka the 3d BLT of the 305th isolated seventy-five Japanese who were dug in on a ridge and its reverse slope and were fully supported by mortars and automatic weapons. After a period of aerial strafing, bombing, rocketing, and mortar fire, the Americans drove the enemy from their position into the brush. On Zamami patrols of company size reconnoitered the island and eliminated scattered groups of the enemy. One organized position was located but could not be assaulted until the following day, when amtracks blasted frontally the caves where the last Japanese to be found were dug in. After a preparation by artillery firing from Geruma, the 1st BLT of the 306th landed on the west coast of Tokashiki at 0911 of 27 March, and a few minutes later the 2d BLT landed to the south of the 1st. Tokashiki was the largest island in the group, six miles long from north to south and aver?aging about one mile in width. Closest of the islands to Okinawa, it formed the eastern barrier of the Kerama anchorages. Its coasts rise for the most part as cliffs or steep slopes cut by narrow ravines, the hill masses reaching heights of more than 650 feet in the center of the island and at the northern and [55] southern ends. At the backs of two sheltered bays near the center of the west coast there are two settlements, Tokashiki and Aware; the sandy beaches near these bays were selected by the invaders for the landings. Operations on Tokashiki followed the pattern of those on the other major islands of the Keramas. Resistance at first was negligible, the Americans being hindered more by the rugged terrain than by the scattered sniper fire. The two battalions abreast drove north over narrow trails. The 3d BLT of the 3o6th, initially in reserve, was landed with the mission of clearing the southern portion of the island. By nightfall the 1st and 2d Battalions were set for the next day s attack on the town of Tokashiki on the east coast; 3d Battalion patrols had reached the southern tip of the island. On the following day, 28 March, the two battalions of the 306th renewed their drive to the north. After a 500-round artillery preparation the troops occupied Tokashiki, which had previously been leveled by air and surface bombardment. The area near the bay was overrun without opposition. The advance continued to the north, meeting only scattered resistance. On 29 March, after the three battalions had sent patrols throughout the island, Tokashiki was declared secured. By the evening of 29 March all islands in the Kerama Retto were in American hands. In all, combat elements of the 77th had made fifteen separate landings, involving five ship-to-shore movements by LVT s, two ship-to-shore movements by DUKW s, three ship-to-shore movements by LCVP s with subsequent transfer to LVT s, and five shore-to-shore movements by LVT s. Despite the complexity of the maneuvers, the veterans of Guam and Leyte operated with little confusion. Casualties were low. From 26 to 31 March the 77th killed 530 of the enemy and took12Iprisoners, at a cost of 3I Americans killed and 81 wounded.15 The operations on Aka and Tokashiki had interesting consequences. Al?though 77th Division patrols scoured the islands, hundreds of Japanese soldiers and civilians managed to evade discovery in caves, ravines, and brush through?out the hilly central parts of the islands. After the Okinawa operation, representa?tives from Tenth Army tried unsuccessfully to induce the Japanese commander on Aka to surrender. The Japanese soldiers and sailors were not as stubborn, and most of them escaped from the island and surrendered. On Tokashiki teams of Nisei and Japanese officer prisoners negotiated with the Japanese commander, who refused to surrender his garrison of 300 officers and men. He offered, how- [56] ever, to allow Americans to swim on Tokashiki beaches provided they kept away from the Japanese camp in the hills. Only after many months, when he was given a copy of the Imperial rescript announcing the end of hostilities, did the Japanese commander surrender, claiming that he could have held out for ten more years.16 The capture of the Kerama Islands was followed by the landings on Keise Shima. Lying about eleven miles southwest of the Hagushi beaches and about eight miles west of Naha, the group of four tiny coral islets that make up Keise had an importance in the attack on Okinawa far out of proportion to its size and topography. From Keise 155-mm. guns could command most of southern Oki?nawa. Employing tactics used with great success on Kwajalein, Tenth Army ordered XXIV Corps artillery to emplace two battalions of 155-mm. guns on Keise to support the attack. On 26 March the Fleet Marine Force Amphibious Reconnaissance Battalion, attached to the 77th Division, scouted Keise without encountering enemy troops or civilians. On the morning of 31 March a convoy of LST s and LSM s bearing the 420th Field Artillery Group and attachments arrived off the islets. Over floating caisson docks set up by Seabees the heavy guns and other equipment were unloaded. Twenty-four 155-mm. guns were emplaced on the low, sandy islets, and a cub strip and a bivouac area were established. By dawn of L Day the batteries were ready to execute their mission of firing counterbattery, interdiction, and harassing fires deep into enemy territory. The guns were set up in full view of the Japanese occupying high ground on Okinawa. General Ushijima ordered a "surprise shelling" of Keise to begin at midnight of 31 March, after which army and navy commands were to dispatch "raiding infiltration units" to Keise, "thereby wiping out the enemy advanced strong point in one blow." 17 For an hour after midnight, Japanese 250-mm. shells exploded on the islets. There were no casualties or damage. The infiltration party never appeared. This attempt to destroy the artillery on Keise was only the first of several, the enemy being keenly aware of the threat offered by the artillery in this flanking position. 18 The assault on Kerama and Keise had come as a surprise to the Japanese commanders on Okinawa Gunto. The enemy commanders on Okinawa had [57] expected that the Americans would land first on the Hagushi beaches and that their ships would deploy just east of the Kerama Islands.19 Since the enemy considered the Keramas as bases for special attack units rather than as defensive positions, there were few prepared defenses on the beaches or inland when the Americans appeared. At one time 2,335 Japanese troops occupied the islands, engaged in installing and operating facilities for the Sea Raiding units. When, in late 1944 and early 1945, the need for combat troops on Okinawa became acute, most of these troops were moved to the larger island. There remained on the Kerama group only about 300 boat operators of the Sea Raiding Squadrons, approximately Goo Korean laborers, ana about 100 base troops. The garrison was well supplied not only with the suicide boats and depth charges but also with machine guns, mortars, light arms, and ammunition.20 In Kerama Retto, "Island Chain between Happiness and Good," the Japanese tradition of self-destruction emerged horribly in the last acts of soldiers and civilians trapped in the hills. Camping for the night of 28 March a mile from the north tip of Tokashiki, troops of the 306th heard explosions and screams of pain in the distance. In the morning they found a small valley littered with more than i5o dead and dying Japanese, most of them civilians. Fathers had systematically throttled each member of their families and then disemboweled themselves with knives or hand grenades. Under one blanket lay a father, two small children, a grandfather, and a grandmother, all strangled by cloth ropes. Soldiers and medics did what they could. The natives, who had been told that the invading "barbarians" would kill and rape, watched with amazement as the Americans provided food and medical care; an old man who had killed his daughter wept in bitter remorse.21 Only a minority of the Japanese, however, were suicides. Most civilians straggled into American positions, worn and dirty. In all, the 77th took 1,195 civilian and 121 military prisoners. One group of 26 Koreans gave up on Zamami under a white flag. On Aka one Japanese lieutenant surrendered voluntarily because, he said, it would be "meaningless" for him to commit suicide.22 A Japanese [58] LANDINGS IN THE KERAMAS, made by the 77th Division, met little opposition. Zamani Island (above) was taken by the 1st BLT, 305th Infantry, some soldiers of which are shown just before the started inland. Amtracks were unable to negotiate the seawall and were left at the beach. Below is a scene on a beach at Tokashiki, captured by the 1st BLT, 306th, on 27 March. Soldier (right) seems puzzled by the absence of opposition. [59] major captured by a patrol on Zamami late in May assisted in efforts to induce Japanese remaining in the islands to surrender. More than 350 suicide boats were captured and destroyed by the 77th in the Kerama Islands. They were well dispersed throughout the islands, many of them in camouflaged hideouts. These plywood boats were 18 feet long and 5 feet wide. Powered by 6-cylinder Chevrolet automobile engines of about 85 horsepower, they were capable of making up to 20 knots. Two depth charges weighing 264 pounds each were carried on a rack behind the pilot and were rolled off the stern of the boat when released. According to captured instructions, three boats would attack a ship simultaneously, each seeking a vital spot to release its charge. Strictly speaking, manning the boats was not suicidal in the same sense as piloting the Kamikaze planes or the "Baka" bombs. Delay time for the depth-charge igniters was five seconds. According to a Japanese officer, it was considered pos?sible to drop the depth charges against a ship and escape, but the fragility of the boats made survival highly unlikely. As a result, the pilots were promoted two grades upon assignment and received preferential treatment. After com?pletion of their missions they were to receive promotion to second lieutenant; obviously, most such promotions would be posthumous. From hideouts in the small islands, the "Q-boats" with their charges were to speed to the American anchorages. "The objective of the attack," General Ushijima ordered, "will be transports, loaded with essential supplies and material and personnel . . . . The attack will be carried out by concentrating maximum strength immediately upon the enemy s landing." 23 The Japanese had carefully mapped out possible assembly areas of American transports and had prepared appropriate routes of approach to each area, especially those around Keise.24 The initial thrust into the Keramas completely frustrated the enemy s plan. In the opinion of General Bruce, the destruction of the suicide boat base alone was well worth the cost of reducing the Kerama Islands.25 In a campaign that found the Japanese prepared for the major moves of the invading forces, the initial seizure of their "Western Islands" not only caught them off guard but frustrated their plan of "blasting to pieces" the American transports with a "whirlwind" attack by suicide boats.26 The Americans gained [60] "SUICIDE BOATS" wrecked by their crews were found by the 77th Division as it mopped up in the Keramas. They looked like small speedboats but were poorly constructed and quite slow, These two craft (below) were captured in their cave shelters by American troops on Okinawa. Note booby trap warnings and crude depth charge racks at stern. [61] SOFTENING UP THE TARGET was the task of the allied fleet. It stood off Okinawa to place accurate fire on known Japanese installations and to support underwater demolitions teams clearing the beaches. At the same time the fleet s air arm conducted aerial bombardment. This low-level bombing attack on L minus (below) hit enemy shipping in the mouth of the Bishi River. [62] even more than the Japanese lost. In American hands, this sheltered anchorage became a miniature naval base from which seaplanes operated and surface ships were refueled, remunitioned, and repaired.
https://w.atwiki.jp/hellgate_london/pages/470.html
Enigmatic Radiant [部分編集] Category Base Item Category Base Item Class Cabalist Type Focus Item Item Level 17 Require Level 12 Damage Power 48 All Elemental Strength 42 Rate of fire 80/min Critical Chance 0 Critical Damage 0 Interrupt Strength 0 Range 15m Equip Cost 13 Will Modification Relic(0-2) Inherent Attributes [部分編集] Enigmatic RadiantベースのUnique Item 関連ページ
https://w.atwiki.jp/bfgmatome/pages/574.html
ゲーム情報(登録されているタグ) ジャンル>タイムマネージメント ジャンル>戦略系 製作会社>不明 言語>英語 コメント欄へ移動 ゲーム配布ページ 英語 http //www.bigfishgames.com/download-games/10898/island-tribe/index.html 日本語 紹介文 On a small island in the middle of the ocean, there once lived a forgotten tribe. The inhabitants of the island lived a carefree and quiet life and everything seemed to be perfect, until one day a great volcano woke up. As the sky spewed lava and ash, the villagers abandoned their homes and ran for their lives! Help the settlers reach the ocean before the great volcano strikes its final blow in Island Tribe, a fun Time Management game! Incredible action Fast-paced gameplay Escape from a doomed island! 画像 « » var ppvArray_0_293e5bd3e5f6d6329feccff858b39b28 = new Array(); ppvArray_0_293e5bd3e5f6d6329feccff858b39b28[0] = http //w.atwiki.jp/bfgmatome/?cmd=upload&act=open&page=Island+Tribe&file=en_island-tribe-screen1.jpg ; window.onload=function(){ ppvShow_0_293e5bd3e5f6d6329feccff858b39b28(0); }; function ppvShow_0_293e5bd3e5f6d6329feccff858b39b28(n){ if(!ppvArray_0_293e5bd3e5f6d6329feccff858b39b28[n]){ alert( 画像がありません ); return; } ppv_0_293e5bd3e5f6d6329feccff858b39b28$( ppv_img_0_293e5bd3e5f6d6329feccff858b39b28 ).src=ppvArray_0_293e5bd3e5f6d6329feccff858b39b28[n]; ppv_0_293e5bd3e5f6d6329feccff858b39b28$( ppv_link_0_293e5bd3e5f6d6329feccff858b39b28 ).href=ppvArray_0_293e5bd3e5f6d6329feccff858b39b28[n]; ppv_0_293e5bd3e5f6d6329feccff858b39b28$( ppv_prev_0_293e5bd3e5f6d6329feccff858b39b28 ).href= javascript ppvShow_0_293e5bd3e5f6d6329feccff858b39b28( +(n-1)+ ) ; ppv_0_293e5bd3e5f6d6329feccff858b39b28$( ppv_next_0_293e5bd3e5f6d6329feccff858b39b28 ).href= javascript ppvShow_0_293e5bd3e5f6d6329feccff858b39b28( +(n+1)+ ) ; } function ppv_0_293e5bd3e5f6d6329feccff858b39b28$(){ var elements = new Array(); for (var i = 0; i arguments.length; i++){ var element = arguments[i]; if (typeof element == string ) element = document.getElementById(element); if (arguments.length == 1) return element; elements.push(element); } return elements; } videoプラグインエラー 正しいURLを入力してください。 備考 レス一覧 576 名前: 名無しさんの野望 [sage] 投稿日: 2011/01/25(火) 02 32 09 ID LeZtu/lg Island Tribe lv20なんだけど、条件をクリアしたのに次の面に行かない… バグかなぁ。 ゲーム自体は、my kingdom~をかなりヌルくしたカンジ。 絵がすごく残念。顔でかいし、ブサイクキャラだもんな~。 577 名前: 名無しさんの野望 [sage] 投稿日: 2011/01/25(火) 08 18 10 ID qJiY0r2f The Stroke of Midnight アイテム探し+パズル なんだけど移動がぬるぬる動くし、アイテム探し画面に以降する演出も他のと違ってちょっと変わってる いまいちとっつきにくいんだけど、この変わった演出と、とにかく美麗なグラフィックについつい先が気になって遊んでしまう ヒントも無制限っぽいし意外と遊びやすいかも Island Tribe まだ序盤だけど、Rode of Romeやお姫様みたいなパズル感がちょっと足りない気も ヌルいお姫様って表現がよくわかる 嫌いじゃないしシステムもわかりやすいので最後まで遊んでみようと思う キャラは残念だけど画面は色遣いも含めて綺麗だなあ 578 名前: 名無しさんの野望 [sage] 投稿日: 2011/01/25(火) 09 48 39 ID YAbxbhtE Island Trib 購入したのであらためてゆっくり遊ぼうと 最初からやりなおしたくて別プレイヤー作ったんだけど いくつ作っても最初のプレイヤーの続きになる。 これバグ多いのかな? 579 名前: 名無しさんの野望 [sage] 投稿日: 2011/01/25(火) 10 35 42 ID qJiY0r2f . 576 もう解決した? LV20は19をクリアしたらいったんマップに戻って LV20のポイントをクリックして選択してからplayすると行けたよ 自分も19終ってplay押したらまた19になってあれ?と思ったんだけど 580 名前: 名無しさんの野望 [sage] 投稿日: 2011/01/25(火) 10 40 14 ID qJiY0r2f . 578 自分は新たにプレイヤー作ってもちゃんと最初から始まったが…なぜだろうね プロファイルデータって壊れやすいこと多いから(あくまで自分の体験だけど)問い合わせしてみたらどうかな 581 名前: 名無しさんの野望 [sage] 投稿日: 2011/01/25(火) 11 57 10 ID YAbxbhtE . 580 ありがとう。起動しなおしたらいけた。 そして同じく20のトラップに・・・ クリアしてソリで雪山すべっていったのに終わらないー 582 名前: 名無しさんの野望 [sage] 投稿日: 2011/01/25(火) 14 05 29 ID m3KrAa9z forumによると ソリを作る前にトーテムを2個作っておかないといけないらしい 583 名前: 名無しさんの野望 [sage] 投稿日: 2011/01/25(火) 16 37 48 ID djCWxWX2 なんの問題も無くクリアできちゃったIsland Trib 乗り物はいつも最後に作ってたからかな? 姫様やRoads of Romeというより、広いファームフレンジ―な感じ アイテムを作ったり道を通れるようにするのに必要なリソース管理が主なポイント タイムマネジメントが得意な人には、かなり物足りないかもしれない やってみたいけれど苦手意識がある人にちょうどいい位かな あと短い、本当に短いの、レベル30まで サクサク遊ぶ分には、手軽で楽しくて面白かった 585 名前: 名無しさんの野望 [sage] 投稿日: 2011/01/25(火) 18 46 33 ID HjhQfso3 待っていたIsland Tribを喜んでポチりました。・ この手ゲーム大好きなんだけどちょっと・・・ どのルートをいくか試行錯誤。失敗、またやり直しが面白いはず なんだけど簡単に買って2,3時間でクリア。 もし2が出るのならお願いだから忙しいだけでなくもうちょっと 難しくして欲しい。 255 名前: 名無しさんの野望 [sage] 投稿日: 2011/03/23(水) 11 56 20.57 ID CdJtoeEJ Roads of Romaの日本語版をYahooで遊び倒したら面白かったのでIIをお魚さんとこで即ポチ。面白いー。 この手のゲームってお姫様とコレしかやったことないんだけど、他にオススメありますか? 256 名前: 名無しさんの野望 [sage] 投稿日: 2011/03/23(水) 12 20 35.06 ID 4/Q2Gimj . 255 完成度が高くてボリューム大なRoyal Envoyいかがすか あと参考に本家英語サイトのBuilding Games ttp //www.bigfishgames.com/download-games/genres/38/building.html Roads of Romaの続編と同じ所が作ったIsland TribeとJack of All Tribes あたりも おすすめかもしれない コメント コメント すべてのコメントを見る トップページに戻る
https://w.atwiki.jp/xbox360score/pages/1933.html
Dead Island Riptide(J) / Dead Island Riptide 項目数:35 総ポイント:1000 難易度:★★☆☆☆ 海外版とは別実績。 偽善者、バウンティハンター、収集系実績でトラッキングにバグ有り。 いずれもソロ、 Co-opを問わず発生する可能性はあるが、特にバウンティハンターはCo-opに原因がある可能性が高い。 どのゾンビをソロorCo-opで倒したかメモ、実績進捗状況を随時チェックしておいた方が良い。 Dead Island Riptide 攻略wiki http //www55.atwiki.jp/riptide/ オフライン:715G 偽善者Achiever ゲーム中のすべてのクエストを完了するFinish all quests in the game 100 謎は解けたMystery solved すべての機密ファイルを見つけるFind all the secret files 15 努力は実を結ぶObtain level 50 レベル50に到達するObtain level 50 30 才能以上のものがあるObtain level 70 レベル70に到達するObtain level 70 90 防衛包囲網Siege Hammer 拠点防御中に合計5つのバリケードを設置するInstall a total of 5 barricades during hub defense 15 コレクターThe Collector コレクタブルを50%以上見つけるFind 50% of collectibles 15 マニアThe Hoarder コレクタブルアイテムをすべて見つけるFind all collectibles 30 プロの旅行者Professional Tourist ガイドブックのページをすべて見つけるFind all pages from the guide book 30 双子Twins 双子を倒すKill the Twins 30 ニュース ジャンキーNews junkie ボランティアの音声記録をすべて見つけるFind all the volunteer's voice recordings 30 ヘルパーAt Your Service ゾンビに襲われているNPCを20人救助するRescue 20 NPCs that have been grabbed by monsters 15 一石十鳥The Hurt Mine Locker 1つの地雷で10体のゾンビを倒すKill 10 monsters with one mine 15 ピッチャーHurler 近接武器を投げて100体のゾンビを倒すKill 100 monsters with thrown melee weapons 15 脳なしBrainLess 頭を強打、切り落とす、または撃ち抜いて50体のゾンビを倒すKill 50 monsters by smashing, decapitating or shooting them in the head 15 バロンドールBully キックで100体のゾンビを倒すKill 100 monsters with a kick 15 ジェットボートJetboat ボートのスピード・ブーストで100体のゾンビを倒すKill 100 monsters using the boat's speed boost 90 ジャガーノートJuggernaut 突進で100体の敵を倒すKill 100 enemies using charge attacks 15 腕よりも良いBetter than the arm チェーンソーで25体のゾンビを倒すKill 25 monsters with a chainsaw 30 王の中の王King among Kings すべての敵タイプを倒す グレネーダー、サグ、レスラー、インフェクテッド、スーサイダー、スクリーマー、ブッチャー、フローターKill special enemies Grenadier, Thug, Wrestler, Infected, Suicider, Screamer, Butcher, Floater. 30 バウンティハンターHunter-Seeker デッドゾーンで名前のあるゾンビをすべて倒すFind and kill all named champion monsters located in dead zones 90 オンライン:30G ドリームチームDream Team プレイヤーの人数に関わらず、すべてのメインクエストを協力プレイで完了するComplete all the main quests cooperatively with any number of partners 15 命令だ!It's an Order 協力プレイ中、パートナーへ指示を出し、100体の敵を倒させろMark 100 opponents which were then killed by your co-op partners 15 秘密の実績:255G ザ・ストームThe Storm 船から脱出するEscape from the ship 15 闇の奥Heart of Darkness ジャングルで使うボートを見つけるFind a boat for use in the jungle 15 トンネル防衛戦線Breaching the Tunnels トンネルの入り口の防衛に成功するSuccessfully defend the tunnel entrance 15 ザ・シネマThe Cinema 映画館を確保するClear out the cinema 15 軍事基地Military Base 通信施設にアクセスするGain access to a long-range radio station 30 屋根の上の嵐Combat on the roof 屋上での襲撃に耐え、生き残るSurvive the horde on the roof 15 ヘンダーソンの街Henderson Town ヘンダーソンに到達するReach Henderson 15 セルポとの再会Meeting Serpo セルポと約束をするMake pact with Serpo 15 船着き場The Docks 隔離ゾーンの船着き場に入るEnter the docks in Quarantine Zone 15 二度目はないYou've tricked me once ゲームをクリアするFinish the game 30 科学への奉仕Serving Science ケスラー博士のクエストを完了するFinish quests for Dr. Kessler 30 何よりもまず害をなすなかれFirst Do No Harm セシルの病院クエストを完了するFinish hospital quests for Cecil 30 正義の名のもとにDefeat Harlow ハーロウを倒すDefeat Harlow 15 インタラクティブマップ パラナイ http //www.ign.com/maps/dead-island-riptide/palanai ピナイのフェリー乗り場 http //www.ign.com/maps/dead-island-riptide/panai-ferry-station ヘンダーソン http //www.ign.com/maps/dead-island-riptide/henderson 偽善者 / Achiever チームクエストとデリバリーは不要。 順調に全クエストを達成していれば、ラストのボートに乗る直前で進捗トラッカーは79/80となる。 全クエストとはデッドゾーンのサイドクエスト(バウンティハンター実績)も含むので注意。 クエストをクリアした際に実績の進捗トラッカーがカウントされず、メイン及びサイドクエスト全80件を完了しても解除されないケースがある。 この場合ニューゲームもしくは2周目引き継ぎでやり直す必要があり、カウントされなかったクエストを再度完了した時点で解除となる。 努力は実を結ぶ / Obtain level 50 海外版に限りLv50以上のキャラを引き継いだ場合、ゲームスタート後に医療キットで体力を回復した際に解除。 才能以上のものがある / Obtain level 70 通常では無印から高レベル帯のキャラを引き継がない限り初周での到達は困難。 ただし今作でも反復クエストを利用した経験値稼ぎが有効なので利用すれば効率よくレベルが上げられる。 http //www.youtube.com/watch?v=QX6E1kxEbHE 中でもおススメはミヤから受注できるブレードのデリバリー。 比較的簡単に拾得可能な素材のうえ、ヘンダーソンのいくつかのショップで取り扱っているのでトレードで大量に入手する事も可能。 ショップで売り出されていない場合、レベル上昇ごとにショップの品揃えが変わるのでレベルを一つ上げた後に再訪すれば良い。 マニア / The Hoarder http //www.youtube.com/watch?v=9ZEWBSS9TZg 上記動画は使用言語がドイツ語だが、ストーリー進行に合わせて比較的取りやすい順にタイムラインが管理されているので収集に便利。 前述の「偽善者」と同様に、カウントバグで全収集物を取得しても解除されない事が起こり得る。 この場合そのデータでは解除できないのでニューゲームで集め直す必要が出てくる。 この際チャプター選択(スキルセットは「セーブしたゲーム」以外を選択)で終盤のチャプターから開始すれば、クエストを無視して収集に専念できる。 防衛包囲網 / Siege Hammer 実績にカウントされるのは襲撃が始まってから設置したもののみ有効。 最初のサバイバル・キャンプ防衛でも、襲撃中にそれぞれのバリケードを一度外し再設置すればカウントされる。 なおバリケードが設置可能の拠点防御はゲーム中に4回ある。 双子 / Twins http //www.youtube.com/watch?v=dgmkbwqGGUA いずれも大型のインフェクテッドでピナイのフェリー乗り場に現れる。 うち1体はマップ右上の浜辺付近、もう1体は自動車の整備工場の看板を上るとガレージから出現する。 一石十鳥 / The Hurt Mine Locker 普通に狙うとかなり難しいがバグを利用する事で簡単に解除できる。 地雷で直接倒さなくても、四肢が切断されていない状態であれば、既に倒したゾンビを爆風に巻き込む事でもカウントされる模様。 http //www.youtube.com/watch?v=BaKAjW7VAtc 具体的な方法としては、鈍器や銃を使い9体以上のゾンビを1ヵ所でまとめて倒しておく。 その後ゾンビの死体付近に地雷を設置して、別のゾンビを誘導してこの地雷で倒せば良い。 この際にあまり遠くまで移動してしまうと倒した死体は消滅してしまうので、ゾンビが密集している場所を選ぶことは重要。 ジャガーノート / Juggernaut 既存のサム・B固有スキル「タックル」の事ではなく、今作で全キャラクターに追加された新スキル「突進」を使用。 ダメージが微弱なためカウントを稼ぐ際にはスキルレベルを3まで上げる事を推奨。 腕よりも良い / Better than the arm チェーンソーの入手方法は以下の3通り。 http //www.youtube.com/watch?v=09CVubxP9lM サブクエスト「ジャンル 流血ホラー」を進行させると入る事が出来る放棄された映画のセットで入手可能。 ヘンダーソンの軍事基地にいるノーラが稀に販売。 ラスボスが必ずドロップ。これを拾いエンディングに向かう前にファストトラベルを使用するか、入手したまま2周目に持ち越す。 バウンティハンター / Hunter-Seeker http //www.youtube.com/watch?v=rPOs0P83De8 ドリームチーム / Dream Team すべてのメインクエストをCoop状態で完了すると解除され、周回してもクリア状態は引継ぎされる。 2周目は引継ぎで砂浜からでOK。船からの脱出は関係しない。 最後の脱出クエストは船に乗るとカウントされる。 命令だ! / It's an Order CO-OPプレイ時に敵に合わせて十字キーの左を押す事で攻撃目標を指示する事が可能。 この敵をCO-OPパートナーが倒す事でカウント。
https://w.atwiki.jp/geronimo-jp-trans/pages/12.html
Apache Geronimo 2.0 Documentation翻訳状況一覧 章 原文の タイトルとリンク(英語版) 担当 ステータス 日本語文書へのリンク 着手日 完了日 コメント 完成日 1 Administration 石田 レビュー中 ここ 2007/11/05 1.1 +Administrative tasks 石田 レビュー中 ここ 2008/1/2 1.1.1 +Administering applications 石田 レビュー中 ここ 2008/1/2 1.1.1.1 # Installing and removing applications 石田 レビュー中 ここ 2007/11/22 2 1.1.1.2 # Starting and stopping application modules 石田 レビュー中 ここ 2007/11/25 2 1.1.2 + Administering the Apache Geronimo Server 翻訳不要 1.1.2.1 # Adding new listeners for the Web containers 石田 レビュー中 ここ 2007/11/25 1 コメント有 * Add new AJP listener 石田 レビュー中 ここ 2007/11/25 1 * Add new HTTP listener 石田 レビュー中 ここ 2007/11/25 1 * Add new HTTPS listener 石田 レビュー中 ここ 2007/11/25 1 1.1.2.2 # Configure JAX-WS engine 石田 レビュー中 ここ 2007/11/25 3 1.1.2.3 # Configure log level 石田 レビュー中 ここ 2007/11/25 1 * Derby Log Viewer 石田 レビュー中 ここ 2007/11/25 同上 * Log Manager 石田 レビュー中 ここ 2007/11/25 同上 * Server Log Viewer 石田 レビュー中 ここ 2007/11/25 同上 * Web Access Log Viewer 石田 レビュー中 ここ 2007/11/25 同上 1 追加コメント有 1.1.2.4 # Configuring a remote Apache HTTP server 石田 レビュー中 ここ 2007/11/28 2 * Configure Apache HTTPd as a reverse proxy (mod_proxy) 石田 レビュー中 ここ 2007/11/28 2 * Configure Apache HTTPd with Jakarta Tomcat Connector (mod_jk) 石田 レビュー中 ここ 2007/11/28 1 コメント有 (修正済です) 1.1.2.5 # Configuring the JMS server 石田 レビュー中 ここ 2007/11/28 1 1.1.2.6 # Display JVM information 石田 レビュー中 ここ 2007/11/28 1 1.1.2.7 # Monitor Server status 石田 レビュー中 ここ 2007/11/28 1 1.1.2.8 # Performance monitoring 石田 レビュー中 ここ 2007/11/28 1 1.1.2.9 # Starting and stopping the server 石田 レビュー中 ここ 2007/11/28 1 コメントあり(修正済み) 1.1.3 + Configuring security 石田 レビュー中 ここ 2007/12/05 1 1.1.3.1 # Administering certificates 石田 レビュー中 ここ 2007/12/05 1 1.1.3.2 # Administering users and groups 石田 レビュー中 ここ 2007/12/05 1 1.1.3.3 # Adminstering security realms 石田 レビュー中 ここ 2007/12/05 1 * Certificate Properties File Realm 石田 レビュー中 ここ 2007/12/13 1 * Database (SQL) Realm 石田 レビュー中 ここ 2007/12/16 1 * LDAP Realm 石田 レビュー中 ここ 2007/12/16 1 1.1.3.4 # Certification Authority 石田 レビュー中 ここ 2007/12/17 1 1.1.4 + Configuring services 石田 レビュー中 ここ 2007/12/17 1 1.1.4.1 # Adding archives to the Geronimo repository 石田 レビュー中 ここ 2007/12/17 1 1.1.4.2 # Configuring database pools 石田 レビュー中 ここ 2007/12/17 1 *Configuring DB2 datasource 大貫 レビュー中 ここ 2007/11/09 2007/11/16 1 修正中 *Create new database pools 大貫 レビュー中 ここ 2007/11/18 1 * Import database pools from JBoss 4 大貫 レビュー中 ここ 2007/12/27 1 * Import database pools from WebLogic 8.1 大貫 レビュー中 ここ 2007/12/27 1 * Removing database pools 大貫 レビュー中 ここ 2007/12/27 1 1.1.4.3 # Configuring JMS 石田 レビュー中 ここ 2008/1/2 1.2 o Configuring Geronimo as a Windows Service 石田 レビュー中 ここ 2007/12/25 1.3 o Configuring Virtual Hosts in Geronimo-Jetty 石田 レビュー中 ここ 2007/12/25 1.4 o Configuring Virtual Hosts in Geronimo-Tomcat 石田 レビュー中 ここ 2007/12/25 1.5 oCreate a database 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/11/28 2007/12/27 2 1.6 oGeronimo Administration Console 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/11/28 2007/12/27 2 1.7 oRunning Geronimo 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/7 2007/12/27 2 1.7.1 +Multiple Repositories 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/7 2007/12/27 3 1.7.2 + Running Geronimo as a non-root user 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/7 2007/12/27 2 1.7.3 + Running Multiple Instances of Geronimo 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/10 2007/12/27 2 1.8 oSystem Modules 坂本 レビュー中 ここ 2007/12/10 1.9 o Tools and commands 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/10 2007/12/27 2 1.9.1 + client.jar 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/10 2007/12/27 2 1.9.2 + deploy 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/10 2007/12/27 2 1.9.3 + Deployer tool 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/20 2007/12/27 2 1.9.4 + geronimo 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/20 2007/12/27 2 1.9.5 + jpa.jar 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/20 2007/12/27 2 1.9.6 + shutdown 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/20 2007/12/27 2 1.9.7 + startup 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/20 2007/12/27 2 2 * Deployment Plans 重要なのに本文なし? 3 * Installation 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/11/14 2007/11/19 1 4 *Migrating to Apache Geronimo 小川 レビュー中 ここ 2007/11/23 2007/11/25 4.1 oJ2G Migration Tool 小川 レビュー中 ここ 2007/11/25 2007/11/25 4.1.1 +Building J2G from source 小川 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/11/26 2007/12/24 1 OK 4.1.2 +Using J2G 小川 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/24 2008/01/06 1 OK 4.2 oJBoss to Geronimo - EJB-BMP Migration 小川 レビュー中 ここ 2008/01/08 2008/03/13 4.3 o JBoss to Geronimo - EJB-CMP Migration 重要なのに本文なし? 4.4 o JBoss to Geronimo - EJB-MDB Migration 重要なのに本文なし? 4.5 o JBoss to Geronimo - EJB-Session Beans Migration 石田 レビュー中 ここ 2008/02/17 4.6 o JBoss to Geronimo - Hibernate Migration 保坂 レビュー中 ここ 2008/02/15 4.7 o JBoss to Geronimo - JDBC Migration 保坂 レビュー中 ここ 2008/01/15 4.8 o JBoss to Geronimo - Security Migration 重要なのに本文なし? 4.9 o JBoss to Geronimo - Servlets and JSPs Migration 石田 レビュー中 ここ 2008/02/17 4.10 o JBoss to Geronimo - Web Services Migration 重要なのに本文なし? 5 * Quick start - Apache Geronimo for the impatient 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/11/20 2007/11/20 翻訳へのコメントは 0 6 *README.txt 坂本 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/11/20 2007/11/27 1 コメント有 7 * RELEASE-NOTES-2.0.1.TXT 翻訳不要? 7.1 o RELEASE-NOTES-2.0-M1.TXT 翻訳不要? 7.2 o RELEASE-NOTES-2.0-M2.TXT 翻訳不要? 7.3 o RELEASE-NOTES-2.0-M3.TXT 翻訳不要? 7.4 o RELEASE-NOTES-2.0-M4.TXT 翻訳不要? 7.5 o RELEASE-NOTES-2.0-M5.TXT 翻訳不要? 7.6 o RELEASE-NOTES-2.0-M6.TXT 翻訳不要? 7.7 o What s new in Geronimo v2-M2 翻訳不要? 8 *RELEASE-NOTES-2.0.2.TXT 小川 レビュー中 ここ 2007/11/06 2007/11/19 1 OK 9 * Sample applications 保坂 レビュー中 ここ 2008/01/08 9.1 o Apache Harmony 保坂 レビュー中 ここ 2008/01/08 9.2 oCreating a new sample 樋口 レビュー中 ここ 2007/11/09 2007/11/11 1 OK 9.3 o DayTrader 橋本 レビュー中 ここ 2008/1/8 2008/01/10 9.4 o DB Pool Testing sample application 石田 レビュー中 ここ 2008/1/4 9.5 o EJB sample application 樋口 レビュー中 ここ 2007/11/17 2008/03/28 9.6 o How to get JNDI working in Geronimo 2.0 石田 レビュー中 ここ 2008/1/10 1 コメント有 9.7 o Inbound JCA example 保坂 レビュー中 ここ 2008/01/07 9.8 o Jar to Jar EJB references (no ear) 保坂 レビュー中 ここ 2008/01/07 9.9 o JMS and MDB sample application 保坂 レビュー中 ここ 2008/01/06 9.10 o LDAP sample application 保坂 レビュー中 ここ 2008/01/05 9.11 o Simple database access sample application 保坂 レビュー中 ここ 2008/01/03 9.12 o Simple Web Service with JAX-WS 保坂 レビュー中 ここ 2008/01/03 9.13 o SPECjAppServer2004 保坂 レビュー中 ここ 2007/12/22 9.14 o Using Geronimo s default JavaMail session 保坂 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/22 2008/01/05 1 9.15 o Using JNDI in Geronimo 2.0 保坂 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/21 2008/01/05 2 9.16 o Using some of EJB 3.0 functionalities 保坂 レビュー中 ここ 2007/12/20 3 9.17 o Very simple Entity EJB example 保坂 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/19 2008/01/05 2 9.18 o Very simple Session EJB example 保坂 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/19 2008/01/05 2 9.19 o Web application security sample 保坂 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/18 2008/01/05 3 10 * Troubleshooting 保坂 レビュー完了(本家Wikiへの掲載待ち) ここ 2007/12/16 2008/01/05 1
https://w.atwiki.jp/mimi112/pages/31.html
Livly Island ラヴリーな癒し系リヴリー日記。 ■my livly(a photo album)■ ■2008年■…9~8月・7月・4~6月・3月・2月・1月 ■2007年■…12月・~11月 ■これより前の日記は、過去ログへ■
https://w.atwiki.jp/xbox360score/pages/807.html
The Secret of Monkey Island Special Edition 項目数:12 総ポイント:200 難易度: 製品情報:http //marketplace.xbox.com/en-US/Product/Monkey-Island-SE/66acd000-77fe-1000-9115-d80258410995 配信日:2009年7月15日 DL費用:800MSP / 9.99ドル ジャンル:Action Adventure, Puzzle Trivia ☆国内未配信(日本はアバターアイテムとダッシュボードのテーマのみ配信) 秘密の実績 The Three Trial Completed Part One The Three Trials. Guybrush proved himself worthy to be a pirate. 25 The Journey Complete Part Two The Journey. Guybrush used a voodoo spell to travel to Monkey Island™ 25 Under Monkey Island Completed Part Three Under Monkey Island. Guybrush traveled into the Monkey Head and got the root. 25 Guybrush Kicks Butt Completed Last Part Guybrush Kicks Butt. Guybrush stopped LeChuck from marrying Elaine Marley. 45 Sharp Tongue Guybrush learned all of the insults, and is the wittiest/deadliest pirate what ever swung a sword. 15 Ten Minutes Later... Guybrush can hold his breath for 10 minutes, but not any longer than that. 10 Escape Artist Escaped from the monkey island cannibals hut 5 times. 10 RecordKeeper Collected all of the notes and memos sent between Herman Toothrot, LeChuck and the Cannibals. 10 Human Cannonball Finished the entire game in record time. We hope you were wearing a helmet! 10 Old School Experienced the original, classic adventure game, as it was in the early 90s. 5 Determined Completed the game without using any hints. 10 Marooned Everyone Re-marooned Herman Toothrot and marooned Carla, Otis and Meathook on Monkey Island™. 10
https://w.atwiki.jp/riverwin/pages/13.html
略語 数字・記号 8DPSK [Bluetooth] 8 phase Differential Phase Shift Keying、3 Mbps modulation type used by Enhanced Data rate π/4 DQPSK [Bluetooth] pi/4 Rotated Differential Quaternary Phase Shift Keying、2 Mbps modulation type used by Enhanced Data Rate A A2MP [Bluetooth] AMP Manager Protocol AA [WLAN] Authenticator address AACS [AACS] Advanced Access Content System AACS LA [AACS] AACS Licensing Administrator, LLC AAD [Bluetooth][WLAN] Additional Authentical Data AC [Bluetooth][WLAN] Access Category ACI [Bluetooth][WLAN] Access Category Index ACK Acknowledge/ACKnowledgement ACL [Bluetooth] Asynchronous Connection-oriented [logical transport]、Reliable or time-bounded, bi-directional, point-to-point. ACL-C [Bluetooth] ACL Control [logical link] (LMP) ACL-U [Bluetooth] ACL User [logical link] (L2CAP) ACM [WLAN] Admission Control Mandatory ACO [Bluetooth] Authenticated Ciphering Offset ACU [WLAN] Admission Control Unit ADDBA [WLAN] Add Block Acknowledgment ADDTS [WLAN] Add Traffic Stream AES [Security] Advanced Encryption Standard AFH [Bluetooth] Adaptive Frequency Hopping AHB [USB][ARM] Advanced High-performance bus AHS [Bluetooth] Adapted Hop Sequence AID [WLAN] Association IDentifier AIDL [[Android]] Interface Definition Language AIFS [WLAN] Arbitration Interframe Space AIFSN [WLAN] Arbitration Interframe Space Number AKM [WLAN] Authentication and Key Management AKMP [WLAN] Authentication and Key Management Protocol AMP [Bluetooth] Alternate MAC PHY AMP_ASSOC [Bluetooth] Alternate MAC PHY association information ANF Advanced Navigation File ANonce Authenticator Nonce ANSI [Organization] American National Standards Institute AODV Ad hoc On-Demand Distance Vector、アドホックオンデマンド距離ベクトル AP Access Point APSD Automatic Power-Save Delivery APSTB Analog Protection System Trigger Bits AR_ADDR [Bluetooth] Access Request Address ARF Advanced Resource File ARQ [Bluetooth] Automatic Repeat Request ARP [Network] Address Resolution Protocol ART [Wireless] Auto Re-Transmit AS Authentication Server ASB [Bluetooth] Active Slave Broadcast [logical transport]、Unreliable, uni-directional broadcast to any devices synchronized with the physical channel. ASB-U [Bluetooth] ASB User [logical link] (L2CAP) ASBJ Accounting Standards Board of Japan、企業会計基準委員会 ASN.1 Abstract Syntax Notation One、抽象構文記法1 ATC [HDMI] Authorized Testing Center ATIM [WLAN] Announcement Traffic Indication Message ATLE [USB][NXP] Auto Transfer Length Extraction ATSC [HDMI] Advanced Television System Committee ATX [USB][NXP] Analog Transceiver AV Audio-Visual AVCTP [Bluetooth] Audio/Video Control Transport Protocol AVDTP [Bluetooth] Audio/Video Distribution Transport Protocol B BB Baseband BCA Burst Cutting Area BCH Bose, Chaudhuri Hocquenghem、Type of code. The persons who discovered these codes in 1959 (H) and 1960 (B C) BCSP [Bluetooth] !BlueCore Serial Protocol BD Blu-ray Disc BD_ADDR [Bluetooth] Bluetooth Device Address BDAV Blu-ray Disc Audio Visual BDMV Blu-ray Disc Movie BD-R Blu-ray Disc Recordable Media BD-RE Blu-ray Disc Rewritable Media BD-ROM Blu-ray Disc Read-Only Media BEE [AACS] Bus Encryption Enabled BER Bit Error Rate BT Bandwidth Time BURS [AACS] Binding for Usage Rule Set C CAC [Bluetooth] Channel Access Code CBC [Security] Cipher Block Chaining CCI [AACS] Copy Control Information CCMP CTR with CBC-MAC Protocol CE [Circuit] Chip Enable CE Consumer Electronics CEC [HDMI] Consumer Electronics Control CGMS Copy Generation Management System CHT [AACS] Content Hash Table CKLN Native Clock CL Connectionless CLK [Circuit] Clock CLK [Bluetooth] Master Clock CLKE [Bluetooth] Estimated Clock CMAC Cipher based Message Authentication Code CODEC COder DECoder COF [Bluetooth] Ciphering Offset CPI [AACS] Content Protection Information CPRM Content Protection for Recordable Media CPR_MAI Copyright Management Information CPS [AACS] Content Protection System CRC Cyclic Redundancy Check CRL [AACS] Content Revocation List CSN [Circuit Chip Select NOT CSR [Company] Cambridge Silicon Radio CSS Content Scramble System CTS Clear to send CTS [HDMI] Compliance Testing Specification CVSD Continuous Variable Slope Delta Modulation D DA [Bluetooth] Destination address DAC [Bluetooth] Device Access Code DAP [Processor] Debug Access Port DCE Data Communication Equipment DCE Data Circuit-Terminating Equipment、In serial communications, DCE refers to a device between the communication endpoints whose sole task is to facilitate the communications process; typically a modem DCI [Bluetooth] Default Check Initialization DD [NXP] DMA Descriptor DDC [HDMI] Display Data Channel DDMS [Android] Dalvik Debug Monitor Service DDP [NXP] DMA Description Pointer DEVM Differential Error Vector Magnitude、Measure of modulation error used for Enhanced Data Rate transmitter testing DFS [Bluetooth] Dynamic Frequency Selection DH [Bluetooth] Data-High Rate、Data packet type for high rate data DHCP [Network] Dynamic Host Configuration Protocol DIAC [Bluetooth] Dedicated Inquiry Access Code DLCI Data Link Connection Identifier DM [Bluetooth] Data-Medium Rate、Data packet type for medium rate data DMA Direct Memory Access DOP [GPS] Dilution Of Precision、精度低下率 DPSK Differential Phase Shift Keying、Generic description of Enhanced Data Rate modulation DQPSK Differential Quaternary Phase Shift Keying、Modulation type used by Enhanced Data Rate DRL [AACS] Drive Revocation List DSA Digital Signature Algorithm DSAP [Bluetooth] Destination Service Access Point DSD [HDMI] Direct-Stream Digital DTCP [Network][Security] Digital Transmission Content Protection DTE Data Terminal Equipment、In serial communications, DTE refers to a device at the endpoint of the communications path; typically a computer or terminal. DTS Digital Theater Systems DTV Digital televisions DUN [AACS] Device Unique Nonce DUT [Bluetooth] Device Under Test DV [Bluetooth] Data Voice、Data packet type for data and voice DVD Digital Versatile Disc DVI Digital Visual Interface E ECB Electronic Codebook ECC Error Correction Code ECDSA Elliptic Curve based Digital Signature Algorithm ECMA [Organization] European Computer Manufacturers Association ECWmax [Bluetooth] Enhanced Contention Window maximum ECWmin [Bluetooth] Enhanced Contention Window minimum ED [Bluetooth] Erroneous Data EDCA [Bluetooth] Enhanced Distributed Channel Access EDID[HDMI] Extended Display Identification Data EDR [Bluetooth] Enhanced Data Rate EFS [Bluetooth] Extended Flow Specification EFS [File System] Encrypting File System EGNOS [GPS] European Geostationary Navigation Overlay Service EIR [Bluetooth] Extended Inquiry Response、Host supplied information transmitted in the inquiry responses substate. EIRP [Bluetooth] Effective Isotropic Radiated Power、Equivalent power that an isotropic antenna must transmit to provide the same field power density EMMS [Network][Security] Electronic Media Management System EOP [USB] End-Of-Packet EP [USB] Endpoint EPN Encryption Plus Non-assertion EPR [Bluetooth] Encryption Pause Resume、Mode allowing the device to initiate the pause and resume encryption sequence EP_RAM [USB][NXP] Endpoint RAM ERP [Bluetooth] Extended Rate PHY conforming to Clause 19 eSCO [Bluetooth] Extended Synchronous Connection Oriented [logical transport]、Bi-directional, symmetric or asymmetric, point-to-point, general regular data, limited retransmission. eSCO-S [Bluetooth] Stream eSCO (unframed)、used to support isochronous data delivered in a stream without framing ESB [Wireless] Enhanced !ShockBurst ESS [Bluetooth] Extended Service Set EST [AACS] Electronic Sell Through ETSI [Organization] European Telecommunications Standards Institute EVOB [DVD] Enhanced VOB F FCC [Organization] Federal Communications Commission FEC Forward Error Correction code FFD [IEEE802.15.4] Full-Function Device FH [Bluetooth] Frequency Hopping FHS [Bluetooth] Frequency Hop Synchronization FIFO First In First Out FIPS Federal Information Processing Standards FM Frequency Modulation、Modulation Type FS [USB] Full Speed G GDOP [GPS] Geometrical Dilution Of Precision、幾何学的精度低下率 GFSK [Wireless] Gaussian Frequency Shift Keying GIAC [Bluetooth] General Inquiry Access Code GMS [GPS] Ground Monitor Station、監視局 GPMC [Processor] General-Purpose Memory Controller GUID Global Unique Identifier H HCI [Bluetooth] Host Controller Interface HD DVD High-Definition Digital Versatile Disc HDCP High-bandwidth Digital Content Protection HDMI [HDMI] High-Definition Multimedia Interface HDOP [GPS] Horizontal Dilution Of Precision、水平精度低下率 HEC Header-Error-Check HID Human Interface Device HRL [AACS] Host Revocation List HTTP [Network] Hypertext Transfer Protocol HTTPS [Network] Secure Hypertext Transfer Protocol HV [Bluetooth] High quality Voice、e.g. HV1 packet HW Hardware I IAC [Bluetooth] Inquiry Access Code IAS International Accounting standards、国際会計基準 IASB International Accounting Standards Board、国際会計基準審議会 IASC International Accounting Standards Committee、国際会計基準委員会 ICAO [GPS] International Civil Aviation Organization、国際民間航空機関 ID Identifier IEEE [Organization] Institute of Electronic and Electrical Engineers IETF [Organization] Internet Engineering Task Force IFRS International Financial Reporting Standards、国際会計基準 or 国際財務報告基準 ILVU [DVD] Interleave Unit IP Internet Protocol IPC Inter Process Communication IPR Intellectual Property Right、知的所有権 IrDA Infra-red Data Association IRQ Interrupt Request ISAN International Standard Audiovisual Number ISM [Wireless] Industrial, Scientific, Medical IUT [Bluetooth] Implementation Under Test J JSON JavaScript Object Notation K KCD [AACS] Key Conversion Data L L2CAP [Bluetooth] Logical Link Control and Adaptation Protocol LAP [Bluetooth] | Lower Address Part LC [Bluetooth] Link Controller、Link Controller (or baseband) part of the Bluetooth protocol stack. Low level Baseband protocol handler LC [Bluetooth] Link Control [logical link]、The control logical links LC and ACL-C are used at the link control level and link manager level, respectively. LCP [Bluetooth] Link Control Protocol LDO Low-!DropOut LED Light Emitting Diode LFSR Linear Feedback Shift Register、線形帰還シフトレジスタ LLID [Bluetooth] Logical Link Identifier LM [Bluetooth] Link Manager LMP [Bluetooth] Link Manager Protocol、For LM peer to peer communication LNA [Wireless] Low Noise Amplifier LR Loudness Rating LS [USB] Low Speed LSB Least Significant Bit LSByte Least Significant Byte LSN Logical Sector Number LSTO [Bluetooth] Link Supervision Timeout Event、Controller can send LSTO event to Host LT_ADDR [Bluetooth] Logical Transport ADDRess M M Master or mandatory M2M Machine-to-Machine or Machine-to-Management MAC Medium Access Control MAC [Security] Message Authentication Code Mbps Million(Mega) bits per second MCM [AACS] Managed Copy Machine MCOT [AACS] Managed Copy Output Technology MCS [GPS] Master Control Station、航法統制局 MCS [AACS] Managed Copy Server MCU Micro Controller Unit MCU [AACS] Managed Copy Unit MISO Master In Slave Out MITM [Security] Man-in-the-middle MKB [AACS] Media Key Block MMI Man Machine Interface MOD [AACS] Manufacturing On Demand MOSI Master Out Slave In MPEG Moving Picture Experts Group MPS [USB][NXP] Maximum Packet Size MRS [GPS] Monitor and Ranging Station、 標定局 MS Mobile Station MSAS [GPS] MTSAT Satellite-based Augmentation System、運輸多目的衛星用衛星航法補強システム MSB Most Significant Bit MSByte Most Significant Byte MSC [Bluetooth] Message Sequence Chart MTD Memory Technology Device MSK [Wireless] Minimum Shift Keying MTSAT [GPS] Multi-functional Transport Satellite、運輸多目的衛星 MTU Maximum Transmission Unit N NAK Negative Acknowledge NAP [Bluetooth] Non-significant Address Part NCS [GPS] Network Communication Subsystem、ネットワーク通信システム NIST National Institute of Standards and Technology == O == O Optional OBEX OBject EXchange protocol OCDMA Optical Code Division Multiple Access、光符号分割多重アクセス OCF [Bluetooth] !OpCode Command Field OCM [Processor] On Chip Memory OGF [Bluetooth] !OpCode Group Field OOK [Wireless] On Off Keying OOM Out Of Memory P PAL [Bluetooth] Protocol Adaptation Layer PAM [Security] Pluggable Authentication Module PBF [Bluetooth] Packet Boundary Flag、The device supports the capability to correctly handle HCI ACL Data Packets PC Personal Computer PCB Printed Circuit Board PCM Pulse Coded Modulation PDOP [GPS] Position Dilution Of Precision、位置精度低下率 PDU Protocol Data Unit、a message PER Packet Error Rate PGC [DVD] Program Chain PGP [Security] Pretty Good Privacy PID Packet Identity Bits PIN [Bluetooth] Personal Identification Number PKI [Security] Public Key Infrastructure PLD Payload PLL [Circuit] Phase Locked Loop PM_ADDR [Bluetooth] Parked Member Address PMK [WLAN] Pairwise Master Key PMP [Bluetooth] Participant in Multiple Piconets PMSN [AACS] Pre-recorded Media Serial Number PN Pseudo-random Noise PPM Part Per Million PPP Point-to-Point Protocol PRBS Pseudo Random Bit Sequence PRNG Pseudo Random Noise Generation PRX [Wireless] Primary RX PSB [Bluetooth] Parked Slave Broadcast [logical transport]、Unreliable, uni-derectional broadcast to all piconet devices PSB-C [Bluetooth] PSB Control [logical link] (LMP) PSB-U [Bluetooth] PSB User [logical link] (L2CAP) PSK Phase Shift Keying、Class of modulation type PSN Physical Sector Number PSRR Power Supply Rejection Ratio PSTN Public Switched Telephone Network PTK [WLAN] Pairwise Transient Key ptt [Bluetooth] Packet Type Table、The ptt parameter is used to select the logical transport type via LMP PTX [Wireless] Primary TX PV [AACS] Prepared Video PVAS [AACS] Prepared Video Authorizing Server PVC [AACS] Prepared Video Content PVCC [AACS] Prepared Video Content Certificate PVSN [AACS] Prepared Video Serial Number PVT [AACS] Prepared Video Token PWR_DWN Power Down PWR_UP Power Up Q QoS Quality of Service R RAM Random Access Memory RAND Random number RDOP [GPS] Relative Dilution Of Precision、相対精度低下率 RF Radio Frequency RFC Request For Comments RFCMode Retransmission and Flow Control Mode RFCOMM [Bluetooth] Serial cable emulation protocol based on ETSI TS 07.10 RMF ROM-Mark Flag RMIVI ROM_Mark_IV_Indicator RMRR [AACS] Recordable Media Revocation Record RMS Root Mean Square RNG [Security] Random Number Generator RSSI [Wireless] Received Signal Strength Indication RX Receive RX_DR Receive Data Ready S S [Bluetooth] Slave SAP [Bluetooth] Service Access Points SAR Segmentation and Reassembly SBAS [GPS] Satellite Based Augmentation System、静止衛星型衛星航法補強システム SBC [Bluetooth] !SubBand Codec SCMS Serial Copy Management System、IEC60958で指定されるチャンネルステータスの著作権保護ビット及びカテゴリーコードによるコピーの世代管理の為の情報 SCO [Bluetooth] Synchronous Connection-Oriented [logical transport]、Bi-directional, symmetric, point-to-point, AV channels. SCO-S [Bluetooth] Stream SCO (unframed) SCO-S [Bluetooth] Synchronous logical link、used to support isochronous data delivered in a stream without framing SD [Bluetooth] Service Discovery SDP [Bluetooth] Service Discovery Protocol SDRC [Processor] SDRAM controller SDU Service Data Unit SEQN [Bluetooth] Sequential Numbering scheme SHA [Security] Secure Hashing Algorithm SIE [NXP] Serial Interface Engine SKB [AACS] Sequence Key Block SLR Send Loudness Ring SOA Service Oriented Architecture SOAP Simple Object Access Protocol、注)仕様Version1.2からは、略語ではなく固有名詞扱いになった。 SOF [USB] Start-Of-Frame SPDIF[Audio] Sony Philips Digital !InterFace SPI Serial Peripheral Interface SRAM Synchronous RAM SRES Signed Response SRM System Renewability Message SS [Bluetooth] Supplementary Services SSH [wiki SecureShell Secure Shell] SSI Signal Strength Indication SSP [Bluetooth] Secure Simple Pairing、Simplifies the pairing process and improves Bluetooth security. SSR [Bluetooth] Sniff Subrating、A mode that defines the anchor points at which the master transmits to the slave. SW Software T TBD To Be Defined TBTT [WLAN] Target Beacon Transmission Time TC [Bluetooth] Test Control、Test Control layer for the test interface TCI [Bluetooth] Test Control Interface TCP/IP Transport Control Protocol/Internet Protocol TCS [Bluetooth] Telephony Control protocol Specification TDD Time-Division Duplex TDOP [GPS] Time Dilution Of Precision、時刻精度低下率 TKF [AACS] Title Key File TMDS [HDMI] Transition-Minimized Differential Signaling TN [AACS] Temporary Nonce TUF [AACS] Title Usage File TX Transmit TX_DS Transmit Data Sent U UAP [Bluetooth] Upper Address Part UART Universal Asynchronous receiver Transmitter UDCA [USB][NXP] USB Device Communication Area UDDI Universal Description, Discovery and Integration UI User Interface UI [Bluetooth] Unnumbered Information ULAP [Bluetooth] Upper and Lower Address Parts URB [USB] USB Request Block URI Uniform Resource Identifier URL Uniform Resource Locator USB [USB] Universal Serial Bus UUID [Bluetooth] Universal Unique Identifier V VDOP [GPS] Vertical Dilution Of Precision、垂直精度低下率 VFS Virtual File System VOB [DVD] Video Object VOBU [DVD] Video Object Unit VRFB [Processor] Virtual Rotated Frame Buffer VTS [DVD] Video Title Set W W3C [Organization] World Wide Web Consortium WAAS [GPS] Wide Area Augmentation System WAE [Bluetooth] Wireless Application Environment WAP [Bluetooth] Wireless Application Protocol WML [Bluetooth] Wireless Markup Language WPC [Organization] Wireless Power Consortium WSDL Web Services Description Language X XML eXtensible Markup Language XSL Extensible Stylesheet Language XSLT XML Stylesheet Language Transformations
https://w.atwiki.jp/radiation_island/pages/17.html
武器 制作可能 名称 入手方法 材料 備考 石斧 チェスト 小枝*1 発火石*1 木を伐採可能。耐久力が低く1本で木を3本程度しか伐採できないうえ一度叩いても1つしか木を入手できず失敗も多い。武器としても威力が低い。せいぜい羊を狩る程度に。 石のツルハシ チェスト 木*2 発火石*2 岩を採掘可能(灰色の岩のみ)。耐久力が低く、一度に1つしか石、鉱石を入手できない上、失敗も多い。武器としての威力も低いが石斧より耐久力がある分マシ。トラップでとらえた狼を倒す程度なら使える 鉄斧 チェスト 木*4 鉄*3 糸*2 木の伐採・岩の採掘可能。石斧・ツルハシより耐久力高く木だけなら1本で10本程度伐採ができる。効率性は石斧と同レベルで一度に1つの入手。失敗リスクは石斧よりは低い。攻撃力は石系武器よりは高い。出血上等なら狼とタイマンし、普通に倒せるだけの威力はある ブーメラン チェスト 木*4 発火石*1 自分の所に戻らなかった場合回収する必要がある。手間を考えるとウサギ狩り向け スリングショット チェスト 木*5 繊維*2 小石を使用。敵を遠距離攻撃するのに適している。石さえ手に入れば小石に分解することで弾の調達が容易にできることから序盤から中盤にかけての必須装備 マチェテ チェスト 木*1 鉄*3 発火石*1 ヤブを採集可能。採集率・採集数が多い反面。攻撃力は鉄斧より劣るが武器としてつかねないことはないだけの威力はある。出血、骨折上等なら熊程度までならタイマンで普通に倒せる 弓 チェスト 糸*1 木*4 弓矢を使用。スリングショットより威力は高いが矢の調達が面倒くさい為、いまいち使えない。調達さえできれば銃系統の武器が入るまでは有力な遠距離武器となる 槍 チェスト 発火石*1 繊維*1 木*2 比較的作りやすい武器。1マスで21本持てる。遠距離武器で使うと消費する分、威力は高く、軍人ゾンビを3発で倒せる威力の上、約0.5秒に1本のペースで投げられ、弓と同様に序盤の有力な遠距離武器となる。 カギ爪の棍棒 爪*4 木*2 昭和の時代でいう釘バット相当の武器。イタイ。当然その分攻撃力はある。カタナが入るまでの主力近接武器とみていい 炎の棍棒 チェスト 爪*4 木*2 油脂*4 松明のように時間経過で耐久値が減少する。が、トーチと同じ役割をするので、夜間移動と武器としての利用に於いてはこれですむ便利なもの。ただし装備した状態で水中に入ると一瞬でダメになる 衝撃の棍棒 発電機*1 木*2 クリスタル*1 敵が近くにいる際に振ると発電機により先端から放電がなされ高ダメージを与えられるが、耐久力が弱く、連続では使用できない他、装備した状態で水中に入ると一瞬でダメになってしまう。クリスタルが安定して取れるようになる中盤以降の接近戦用主力武器としては◎ チタンツルハシ チェスト 木*4 チタン*4 石のツルハシよりも採取率、量が多く、耐久力も高い チタン斧 チェスト 木*6 チタン*6 糸*2 石斧よりも採取率、量が多く、耐久力も高い チタンマチェテ チェスト 木*2 チタン*6 発火石*1 マチェテよりも採取率、量が多く、耐久力も高い 制作不可能 名称 入手方法 備考 カタナ ドロップ(軍隊ゾンビ), チェスト 攻撃力がかなり高い。間違いなく、近接武器では最強クラス。おまけに水中でも利用可能の上、マチェテと同様の効率で藪も伐採し収集できる 古い銃 ドロップ(ゾンビ), チェスト 古い弾を利用。1発毎にリロードする。スリングショットより威力は上だが、リロードに時間がかかる為、囲まれたらヤバイ 古いライフル ドロップ(ゾンビ), チェスト ライフルの弾を使用。1発毎にリロードする。ショットアイコン押したままでズームになる。遠距離武器としては攻撃力はすごく高い。大抵、2から3発ヒットさせれば倒してくれるだけの威力はある リボルバー ドロップ(ゾンビ), チェスト リボルバーの弾を使用。 装填数は6発。 ショットアイコンを押したままで連射。連射力がマシンガンよりも遅いため、難関な塔の攻略にはマシンガンを使用したほうが有効 マシンガン ドロップ(ゾンビ), チェスト マシンガンの弾薬を使用。15発/1リロードで装填済の弾と予備弾を分けて管理。ショットアイコン押したままで連射。予備弾は1マス100発ストック クロスボウ チェスト 弓矢を使用 工業用ツルハシ ドロップ(ゾンビ), チェスト 鉱石採掘専用。耐久力が低いものの、失敗がほぼ無く一度に3つ鉱石がとれる 工業用斧 ドロップ(ゾンビ), チェスト 伐採、鉱石採掘に利用可能。耐久力が低いものの、失敗がほぼ無く一度に3つ木、鉱石がとれる コメント ボウガン チェスト - 名無しさん 2015-02-03 21 22 42 マシンガンもチェストでした - 名無しさん 2015-02-04 03 37 34 衝撃の棍棒と鉤爪の棍棒以外チェストで拾った気がします - とある人 2015-02-04 14 41 12 スリングショットをチェストで確認。 - 名無しさん 2015-02-12 22 42 57 マシンガンがゾンビからドロップしました - 名無しさん 2015-02-13 23 42 58 マシンガンがゾンビからドロップしました - 名無しさん 2015-02-13 23 43 04 ボウガンは、どこのちぇすとにありますか? - 名無しさん 2015-06-02 11 27 26 右側の島に行く必要があります。 - Another 2015-12-27 05 57 30 マシンガンどこ???????しらす - 名無しさん 2016-08-06 16 14 01 Radiation Island サバイバルガイドその参で検索ッ! - 名無しさん 2016-08-07 23 26 47 名前