Hogar Noticias Montar en Rune Slayer: revela los secretos

Montar en Rune Slayer: revela los secretos

Autor : Sophia Actualizar : Feb 25,2025

Desbloqueo de monturas en Rune Slayer: una guía completa

Rune Slayer ofrece una experiencia MMORPG atractiva dentro de Roblox, completa con misiones, manualidades, mazmorras e incluso pesca. Sin embargo, el proceso de obtener una montura no se explica explícitamente en el juego. Esta guía proporciona un tutorial paso a paso.

Requisitos previos al montaje:

A Rune Slayer player has summoned a Pet wolf

Captura de pantalla por el escapista
Antes de embarcarse en su viaje que adquire el montaje, asegúrese de cumplir con estos requisitos previos:

  • Alcance nivel 20: Esto no debería tomar más de unas pocas horas de búsqueda consistente, finalización del trabajo y asesinato de mafia.
  • Obtenga una mascota domesticada: Una búsqueda lo guiará a través del proceso de domesticación. Esencialmente, encuentre un animal adecuado (ciervos, lobo, araña, etc.), aténtelo una vez y luego ofrezca un alimento preferido (manzanas para ciervos, carne de ciervo crudo para lobos). Un corazón que aparece sobre su cabeza indica un intento de domesticación. Un corazón completamente adulto significa éxito; Un corazón ennegrecido significa que tendrá que volver a intentarlo con otro animal.

Completando el Monte Quest:

Jimmy the Stable Master is giving a quest to a Rune Slayer player

Captura de pantalla por el escapista
Una vez que haya alcanzado el nivel 20 y domesticado una mascota, proceda de la siguiente manera:

  1. Acepta "Jimmy's Delivery": Localice a Jimmy el maestro estable en Wayshire y acepte su búsqueda de entrega.
  2. Viaje a Ashenshire: Dirígete hacia el norte a través de la entrada norte de Wayshire, atravesando el bosque de Greatwood, y continúa hacia el norte hasta que llegas a Ashenshire (reconocible por grandes casas sobre árboles altos).
  3. Navegue a Madonna: Utilice la cuerda para ascender y localizar a Madonna el maestro estable (el primer NPC que encuentras). No habrá marcador de búsqueda; Simplemente interactúe con ella y seleccione "Tengo un paquete para usted".
  4. Regreso a Wayshire: Vuelve sus pasos a Wayshire.
  5. Reclama tu recompensa: Habla con Jimmy el establo Maestro (un signo de exclamación aparecerá sobre su cabeza). Él te recompensará con una silla de montar.

Montando a tu mascota:

A Rune Slayer player is riding a wolf mount

Captura de pantalla por el escapista
Con el sillín adquirido, convoca a tu mascota (mantén "t"), acérquese a ella y seleccione la opción "Monte" (presione "E"). Este método funciona para todas las mascotas montables.

A Rune Slayer player is heading north through a town gate

Captura de pantalla por el escapista
A Rune Slayer player is heading north through a forest
Captura de pantalla por el escapista
A Rune Slayer player is heading towards a village in the trees
captura de pantalla por el escapista
A Rune Slayer player is climbing a rope
Captura de pantalla por el escapista
A Rune Slayer player is talking to Madonna the Stable Master
Captura de pantalla por el ESCAPIST
A Rune Slayer player is turning in a quest to Jimmy the Stable Master
Captura de pantalla por el escapista

¡Disfruta de tu nuevo viaje de alta velocidad por Rune Slayer! Para obtener más ayuda, consulte nuestra Guía Ultimate Beginner para Rune Slayer y nuestra Guía de pesca dedicada.

Últimos artículos

Más
Two Embers – Part 1 By [Your Name] The sky over Vaelthar had not known true night for seven years. It was not darkness that had been stolen—it was silence. The stars, once silver needles stitching the heavens, had been smothered by a slow, creeping haze: the breath of the Emberwyrms, ancient beasts of fire and memory, stirring once more from their slumber beneath the ash-choked earth. Their awakening had not come with war, nor with thunder. It came in whispers—flickers in the wind, embers carried on forgotten songs. And now, from the ruins of the old city, two figures moved like shadows through the ash. One was a girl—barely more than a child, with hair like burnt copper and eyes that shimmered like polished obsidian. She carried no weapon, only a cracked locket hanging from a chain of blackened iron. Inside, a portrait of a man who had not lived to see her grow. The other was a man—or what was left of him. His face was hidden beneath a helm forged from the petrified wing of a dead wyrm, and his cloak was stitched from ash-woven silk, said to absorb sound. He called himself Kaelen the Mute, though he had once spoken in tongues. He carried a blade named Dawn's Last Sigh, its edge not made of steel, but of captured lightning. They walked not toward safety, but toward the heart of the Emberfen—the dead forest where trees burned without flame, their roots feeding on sorrow. “Why here?” she whispered, her voice barely louder than the wind through the skeletons of birch. Kaelen did not answer. He pressed a hand to his chest, where a scar pulsed like a dying ember. A memory. Not his own. Then, from deep beneath the earth, a sound. A heartbeat. Not the earth’s. Something else. A voice, not in words, but in feeling—cold and vast, like a dream you cannot wake from. "She remembers." The girl flinched. The locket warmed. “Who said that?” she demanded. Kaelen knelt, placing a hand on the cracked soil. His fingers trembled. “He remembers you,” he said at last, his voice rough, as if carved from stone. “And that means you are not the only one who was forgotten.” A fire began to bloom in the distance—not from wood, not from kindling, but from the air itself. It curled upward, forming shapes: faces, half-erased, weeping. One face turned, and for a heartbeat, the girl saw her mother. She screamed. And the world cracked. To Be Continued in Two Embers – Part 2: The Weight of Names Lectura