Isla de mona pr: Isla de Mona | Discover Puerto Rico
Isla de Mona – Wikipedia, la enciclopedia libre
Coordenadas: 18°05′12″N 67°53′22″O / 18.086666666667, -67.889444444444
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Este artículo trata sobre una isla del Caribe. Para un grupo de islas del mar de Kara, véase Islas de Mohn.
Imagen de satélite de isla de Mona.
La isla de la Mona es una isla habitada ubicada al oeste de Puerto Rico, perteneciente al Municipio Autónomo de Mayagüez localizado en la costa oeste del Estado Libre Asociado de Puerto Rico.
Es la mayor de las tres islas ubicadas en el canal de la Mona, estrecho entre la República Dominicana y Puerto Rico, las otras son el islote Monito y la isla Desecheo.
La isla de Mona, junto al islote Monito, constituyen una reserva natural gestionada por el Departamento de Recursos Naturales y Ambientales de Puerto Rico.
Índice
- 1 Características
- 2 Reserva natural
- 3 Véase también
- 4 Referencias
- 5 Enlaces externos
Características[editar]
Su clima es tropical y tiene una superficie aproximada de 55 km².
La isla está más cerca de la República Dominicana pero le pertenece al archipiélago puertorriqueño. En la isla se dan caminatas y exploraciones.
Hay investigaciones sobre la flora y fauna de la isla por entidades educativas (como la Universidad de Puerto Rico) y agencias estatales y federales.
Reserva natural[editar]
La Reserva Natural Isla de la Mona se localiza en el canal de la Mona, a medio camino entre República Dominicana y Puerto Rico, aproximadamente a 70 km al oeste de Puerto Rico. La Reserva Natural Isla de Mona es la AMP más grande del país comprendiendo 157.379 ha (38,889 acres) con sus límites extendiendo 9 millas náuticas desde su costa e incluyendo a Monito; un pequeño islote a 6 km al noroeste de Mona. El área terrestre de Mona es 5.566 ha (13,753 acres) y de Monito es 14 ha (34 acres).
Estas islas se derivaron de la deposición de carbonato cálcico en el fondo marino y subsiguiente levantamiento durante el Mioceno hace 24 – 25 millones de años. Especies terrestres endémicas se encuentran en ambas islas, incluyendo plantas, anfibios, reptiles, y pájaros, y hábitats marinos diversos están presentes, tales como arrecifes coralinos, pastos marinos y paredes-acantilado verticales sumergidas.
El origen del nombre Mona deriva del nombre de un jefe taíno (indio nativo) llamado ‘Amona’, quien habitó la isla previo a la colonización española.
Mona estuvo habitada por piratas, recolectores de guano, pescadores y cazadores, entre otros.
En 1919, Mona fue declarada Bosque Insular por el gobernador de Puerto Rico Arthur Yager y en 1986 Mona y Monito se designaron como la Reserva Natural Isla de la Mona por el Departamento de Recursos Naturales y Ambientales (DRNA) de Puerto Rico. Solamente personal del DRNA habita permanentemente la isla de Mona, mientras que visitantes bajo permiso previo pueden acampar, transitar, pescar y cazar; esto último cabras y cerdos salvajes. La Reserva Natural Isla de la Mona representa un laboratorio para la investigación científica incluyendo arqueología, geología, oceanografía, manejo de especies exóticas, y conservación de especies amenazadas (e.g., iguana de roca, tortugas marinas, y pájaros endémicos).
Véase también[editar]
- Antillas
- Mar Caribe
- Faro de la Isla de Mona
Referencias[editar]
- ↑ «Sistema de Información de Nombres Geográficos: Isla de Mona». Geographic Names Information System (en inglés).
Enlaces externos[editar]
- Wikimedia Commons alberga una categoría multimedia sobre Isla de Mona.
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La presencia tana en Isla de Mona Por Walter A. Cardona Bonet (c) CopyRight – Prohibido copiar, reproducir La tragedia demogrfica de los tanos en
A ISLA DE MONA queda casi en medio del Canal que lleva Los restos arqueolgicos Sea como puente de culturas anexas o como punto de recalada de navegacin, A principios del siglo La primera explotacin del elemento indgena de la Isla surgi despus de 1502 cuando Con las intensas campaas militares en la Sin embargo, el crecimiento de ese primer poblado nace al tiempo de la conquista y colonizacin Con la llegada de don Diego El rey Fernando de Espaa, quien haba tardamente tratado de adjudicarse Los indios destacados en En 1516 Fernando muere, tomando posesin provisional de la isla En 1524 el obispo de Puerto Rico don Alonso La decadencia irreversible de los indios de |
Secret islands in Corsairs: To each his own (KKS)
And again we return to the analysis of the topic of islands in of the cult series of Russian games about pirates and naval battles – in Corsairs . And more precisely, in Corsairs: To each his own (KKS) .
It is hardly a secret for anyone that there are hidden islands in the game Corsairs , which, as the name implies, are not displayed on the global map .
They will have to be searched at the coordinates , moreover, you can get to them only from the moment Charles receives the above coordinates in the course of completing tasks .
The search process for can be facilitated by mod , which displays the boundaries of the water areas of the islands either on a global map or on in-game maps in the atlas. Whether you install modifications in Corsairs To each his own (KKS) or not, in any case, our guide will come in handy for you.
Corsairs To each his own Isla de Coche. Corsairs secret islands
And the first in the list is Isla de Coche , which we will visit during the second story quest “Dutch Gambit” . The island is interesting not only for its participation in history, but also for the presence of mangaros .
- The first one can be found in Buccaneer’s Bay near a lonely rock on the coast;
- The second is located in the center of the island, in the jungle, grows close to the path;
- The third and last you will find a little to the right of the entrance to the cave.
We remind you that the Mangarosa in Corsairs: To each his own (KKS) can only be picked up on the first visit to the location in the game – after leaving the area, it disappears.
Approximate coordinates for Isla de Coche: N 12° 49’; W 64° 41’ . Let’s move on to the next one!
Corsairs To each his own Island of Justice. Corsairs secret islands
Next we have Island of Justice , aka OS , and calling it an island is a clear exaggeration. However, it meets the other criteria. In the previous part of the series, the OS was called City of Lost Ships .
This is the only such location where you do not get through the sea . The first visit to the Isle of Justice will take place during the quest “Return of the Baron” .
Approximate Island of Justice coordinates: N 24° 18’; W 83° 59’ . Move on.
Corsairs Skeleton reef to each his own. Corsairs secret islands
Skeleton Reef , where we will get to according to the story as part of the task “Shadows of the Past” . It is especially distinguished by the battle with the “boss” taking place on it. When visiting the Skeleton Reef, don’t forget to pick up the Mangarosa growing behind the house ! We remind you that in Korsary: To each his own (Korsary, KKS) you can pick up only when visiting the location for the first time in a game – after leaving the area, it disappears.
Approximate coordinates for Skeleton Reef Island: N 21° 33’; W 78° 45’ . We continue!
Corsairs To each his own Crab Island. Corsairs secret islands
When visiting this island for the first time, be sure to land alone !
Crab island is very small. You will visit it during quest “In Search of the Guardian of Truth” . With the exception of the plot events taking place on it, Crab Island does not stand out in anything special.
Approximate coordinates of Crab Island: N 16° 14’; W 71° 36’ . Well, on to the next one.
Corsairs To each his own The insidious island of Xochitham. Corsairs secret islands
Be sure explore the island in its entirety and in detail , otherwise you risk reaching the “bad” ending!
Here we have an island Xochitem . As you might guess, we visit this place on the quest “The insidious island of Xochitem” . Highly distinguished by the battle with a special kind of opponents, including the “boss”. In them, can help you Daga “Claw of the Leader” .
Don’t be afraid to miss the Mangarosa – despite the size of Xochitham Island, it just doesn’t grow here.
Approximate coordinates of Xochitham Island: N 16° 7’; W 79° 53’ . Now on to the next island.
Corsairs To each his own Isla mona. Corsairs Secret Islands
Players of Corsairs 3 are very familiar with this island – it’s the first time in the series that it appears there.
Isla Mona is brought into the game in DLC “Under the Black Flag” , and we will visit it on the quest “Treasures of the Free Jarl” . Here, in the future, we will be able to organize free parking of small ships , as well as own a warehouse for goods and a house for Charles .
Approximate coordinates for Isla Mona: N 18° 47’; W 72° 30′ . And then we have…
Corsairs To each his own Cael Roa Island. Corsairs secret islands
Cael Roa island . Another island that is present in the game only in the presence of DLC , but now we are talking about “Kaleuche” . We find it within the eponymous quest.
Note that on the island of Kael Roa grows immediately two mangaros . We remind you that in Corsairs: To Each His Own (KKS) you can pick up mangaros only when you first visit the location for the game – after leaving the area, it disappears.
The first mangarosa grows in the reef bay, the second mangarosa can be found in the location with the temple in the place where the foot of the temple rests against the rocks, in the very corner.
Approximate coordinates for Cael Roa: N 19° 42’; W 62° 36’ .
If you are interested in the full map of Corsairs To each his own, we recommend reading given material .
We hope you found this material useful!
You have read an article prepared during the development of Corsairs Legacy, a pirate life simulation game, in order to popularize the marine theme in general and pirate games in particular.
You can follow the news of the project on our website, as well as on the YouTube channel and in Telegram.
You can learn more about our project and add it to your wishlist on the game page on Steam.
Game session Game report. Gears of War | Battle of Legends | claustrophobia | Isla Dorada | all about board games
Posted another report on the blog, in which I cry about the fact that I could not play for two weeks 🙂
As usual – here briefly.
Gears of War
Played together with my wife. We chose the “Belly of the Beast” scenario, which we have already unsuccessfully tried several times when playing for 3-4 players. We chose a familiar scenario to compare how difficult the game for two is lower than for the full squad. The difficulty turned out to be so low that the game was simply boring 🙁
When we played with a large team, with great difficulty, constantly falling and balancing on the verge of losing, we only reached the second level. And after the generation of the second level, they died from a wave of enemies that appeared there. Now, without straining at all, we went through the half-empty corridors to the second level, opened a passage to the third level with the help of the remote control, returned to the beginning, went to the third level, installed the equipment necessary according to the scenario and quite easily protected it from the onslaught of enemies. During the entire game there were only a few sharp moments when we were pinned down from both sides. Lena fell down once. But it was still too simple and therefore boring.
I think Gears of War solo or for two is broken. As I understand it, the fact is that although the randomness in the game is relatively controlled (the number of attack / defense dice affect the result of the attack), but sometimes there are very unsuccessful throws when a weak opponent can immediately knock down a healthy fighter. When this happens when playing for four, it is not critical, but only adds spice and tactics to the game. After all, the rest of the players need to quickly adapt to the situation: raise the fallen, distract enemies while he restores health, play recovery cards, etc. If this happens in a solo or doubles game, it is fraught with loss. And the annoyance of the players, because who likes it when, after a long game, one bad throw suddenly ends everything. Therefore, the authors decided to prevent such situations by greatly reducing the number of enemies, according to the complexity of the game.
In general, my opinion is that the 1-2 player game is too easy and boring. The game for 3-4 characters is complex, furious, and therefore very tense, atmospheric. It requires players to learn how to play it, work as a team, use maps, terrain and special abilities of the characters correctly, and only then will the players begin to succeed in finishing the games with victories. Such a game captures and captivates, challenges, as it should be. So I advise even if there are not enough participants to play with a large number of characters, for example, take control of three characters in a solo game, and four characters in a two-player game (each controls two fighters). I think this will be much more interesting.
Battle of the Legends
She took the mage Rain, I’m the warrior Megmizer. In the first battle, I won due to resistance and defense cards. In the second battle, Lena, having pumped, already had powerful attacking spells and took me out. The decisive battle was quite interesting. Lenin the magician was losing, he had 4 lives left. I was about to finish him off with Iron Fist, but she pulled him out of melee and I had no movement cards left in my hand. And the next turn, she hit me with a “nuke”, and then threw a meteorite on my head, which I did not survive, despite the existing defense card.
The game doesn’t make any splash, but overall it’s not bad. Would like to play more.
Claustrophobia
Finally, we played enough of the basic scenarios, and moved on to additional ones. They played the scenario “Salvation”, according to which the floor collapsed under Redemar and he disappeared in the catacombs, but remained alive. This was evidenced by the activity of one of his magical artifacts – a bottle of healing potion. The rest of the team decided to break into the lower levels of the catacombs, using the artifact as a kind of detector, find the injured leader, and bring him out of the dungeon. People start on the exit tile, and move according to the direction of the ten-sided die (same rules as in the first basic scenario). When they reach the number “7”, the missing paladin is placed on the next tile. He has five wounds (only the sixth line of action is active), but from the moment he is discovered, the healing artifact begins to act and the paladin restores one wound each turn. People win if Redemar gets to the exit tile.
The party turned out to be very atmospheric. Lena, who played for the people, scouted the tunnels, fell into traps. I immediately brought in a demon that killed one of the mercenaries, but was successfully shot by another musket-wielding mercenary. The shabby people found their leader and led him to the exit under the constant pressure of the troglodytes. One of the brutes walked along with the paladin and took all his damage with the help of the “bodyguard” ability, because if the paladin received at least one wound, the effect of the artifact would stop (he would stop healing one wound at the beginning of each turn). Accordingly, the brutus very quickly found himself near death.
I brought in the second demon from the other side of the map and led him to a narrow passage through which the paladin had to go to get to the exit. I planned to block Redemar in this tunnel (I had a Battle Demon that had the “mighty” ability, blocking enemies on the same tile). The second Brutus went out to meet the demon in an attempt to delay him, but was too wounded and quickly fell under the pressure of the demon and the troglodytes. The demon and paladin entered the narrow tunnel at the same time, and the paladin was blocked in this passage just one step away from the escape route. He could leave the tunnel only by killing the demon, but there was little chance, because. the paladin had mostly defensive lines of action available, not offensive ones. And the Battle Demon had an attack value of as much as 4, and Redemar quickly began to lose lives.
But again, he was saved by a mercenary with a musket, who was on an adjacent tile. He, despite the troglodytes attacking him, neglected his defense and, having made the maximum possible attack rate, shot at the demon. And killed him! Killed the second demon in this game. Here is a quality musket caught! 🙂 Paladin made the last move and got out of the catacombs. The victory of people pulled out at the last moment.
Isla Dorada
The latest addition to our collection. We played one trial game for three. I liked it very much. An easy and fast family, but with an increased degree of conflict and a very fun process of “pulling the blanket”. Players move around the island as part of one expedition, and cannot disperse in different directions, but everyone needs to visit different locations, and some cannot be visited categorically.