Captain Mandor is an older, but very powerful man. His shiny steel armor
seems to glow as it reflects the light, and the crest of the town of Solace
is displayed with pride on his chestplate. The gold crest of two coins
seems to match the wealth of this town.

black hilted sword "Shieldbreaker"
captain's cloak
steel gauntlets
steel sleeves
signet of Solace (2)
Amulet of Solace
suit of steel plate armor
large steel shield
steel girth
steel bracer (2)

3 hitters (at least), 2 healers
Weapons: Non-magic weapons*
Tunnel: Five + mob
Status: Non-aggressive
Mob Align: Devout
IP check: None
Spell: Abolition, Magic Missile





* Mandor will sacrifice many weapons once he disarms you! This goes for anything with the keywords "sword", "spear", "blade", "club", "mace" or "dagger".
Safe weapons include: mauls of stone, tarry horns, bammy fangs, divinity rods, lifebanes and voids.

Spells for tank: basics, eldritch sphere, dragonskin
Spells for others: basics
Elemental shields: shock




Go to Solace ( nw, 2w, 4n, e, look painting, open n, n, 23w, 3n ), then either head 5n, 2e, open e, e, open e, e, open n, 5n, 3w, open w, w, open s, s, open s, s or just track Mandor.

Mandor disarms and gouges (though hardly ever), so the tank might need trues to be safe. On the other hand, don't disarm him. He gets quite upset. Mandor is immune to all magic attacks, except magic missile and abolition.