Arena:Fang Lair (location)

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Fang Lair is a location featured in Arena and the first main quest dungeon after the start of the game. It was used in 3E 389 by Jagar Tharn to store one of the pieces of the Staff of Chaos after he broke it.

Many years before 3E 389, a Wyrm drove the Dwarves from their stronghold. It has since become an abandoned tower with an accompanying mine.

Layout[edit]

Fang Lair consists of an imposing gray brick tower with various smaller towers with triangle shaped roofs, which likely served as lookouts. There are also some dragon statues decorating the approach. The tower interior is not further shown. Below the foundation lay the mines, which are a maze-like collection of tunnels. It is evident that the caverns are not natural, as wooden beams support the mine roof and reduce the chance of cave-ins.

Upper Level[edit]

This floor contains many rooms with minecart tracks, barrels, and sacks, lots of treasure and many rather gruesome signs of former life, such as blood and bones. A rather odd room with locked cells containing many spiders can be found in the southwestern part of the floor.

Lower Level[edit]

This floor contains little more than a large hallway leading to magma streams and beyond a magically locked door and Hell Hounds, the upper part of the Staff of Chaos to be recovered by the future Eternal Champion. The only secret of note on this floor is a room which is accessible through either passwall spell, or for the more daring adventurer, the aforementioned magma stream. This naturally requires a resist fire spell or potion.

Monsters[edit]

The following monsters are guaranteed to spawn within Fang Lair. The list excludes monsters only encountered while attempting to rest.

  • Spiders (upper level only)
  • Skeletons
  • Orcs (various locations, upper level, hidden in treasure room, lower level)
  • Lizard Men (lower level only)
  • Hell Hounds (lower level only, guarding the upper staff piece)
  • Ghouls (upper level only)
  • Ghosts (upper level only)
  • Minotaurs (upper level only)

Notes[edit]

  • At around coordinates (2, 51) and (4, 46) are two mineshaft entrances leading to a hidden room that is inaccessible without the Passwall spell. A ghost guards one of the entrances and is fast enough to move between the two. Because ghosts still have collision boxes, entering might be more difficult than expected.