Before taking Max Bloodedge into the Fang Lair, I decide to check out the shops in Rihad to see what I can afford with the 7,000 gold coins that we're carrying around. There's just one little problem with window shopping in Arena: the inventory for each shop is pre-determined from the beginning of the game and the merchants never re-stock with new items. What this means is that I checked every shop in Rihad, and the best sword I can find is a mithril saber... and that is always going to be the best sword I can find in Rihad. I buy it, because I know that we'll eventually encounter creatures that can't be harmed by iron or steel weapons and I want to be prepared when that happens. Unfortunately, while it has a better chance to hit enemies than a normal katana, the maximum damage is about the same. We get over the disappointment by buying a shiny, golden dwarven cuirass, which gives us an armor boost without any drawbacks. Now Max's character sheet looks like this:

That cuirass is really more "glam rock" than "heavy metal" but hopefully it'll keep Max from writing more bad song lyrics.
It's not a huge upgrade, but at least we have more than one sword and don't have to worry about breaking our only weapon this time. So, we're off to the Fang Lair, a trip that takes about three weeks of traveling north through the desert. The dungeon, as it turns out, is an old dwarven mining complex with tunnels that wind their way underground in every direction. If you avoid the tunnels and stick to the doors between rooms, you will eventually find yourself surrounded by walls on all sides with the tunnels as the only way to progress east, west or south. On the plus side, monsters don't seem to spawn in the tunnels and they're the safest place you have to rest. On the negative side, they like to wait for you at the exits to the tunnels and are very good at getting cheap shots in while you're trying to climb up. Enemies can also get close enough to the tunnels when you're resting to trigger the game's "you can't rest now, enemies are nearby (triple exclamation point)" message. In other words, Fang Lair is going to be difficult to get through.

A nearby sign, written in Dwarven, says "It has been [2] days since the last fang-related employee death."
The trouble starts out early with an enthusiastic skeleton welcoming party whose hobbies include murder and... not much else. At one point, we're approached by three at the same time, carrying swords and handmade signs reading, "this way to a cozy, early grave!" We can defeat them with minimal damage thanks to our heavy armor but when this is the weakest monster the dungeon throws at you, that's a bad sign. As we work our way south, we meet our old friends again, minotaurs with liver failure. There's also the occasional human enemy, possibly agents loyal to Jagar Tharn who are here to stop nosy adventurers like us. Eventually, we come out of a tunnel to find a new enemy... well, new to this game, anyway. The fact is, dungeons and giant spiders go together like undercooked chicken and food poisoning. It's only a matter of time before one of those things leads to the other.
"Do you have a moment to talk about our Lady and Savior, Lolth?"
Spiders can paralyze you with their venom but Max has a high endurance and can usually squish them before it becomes a problem. The real problem comes from a monster we've fought before: some ghouls that are still not happy about us using our bow to cheaply defeat their comrades. They make an appearance after we discover an ancient temple within the dwarven tunnels and have carve a path through the giant spiders to its entrance. We head down a hallway and a ghoul charges at us from the opposite end of the passage. Max cuts it down, but not before it hits him with a diseased claw and gives him a case of full-blown typhoid fever, straight from the Oregon Trail. Suffice to say, this is going to complicate things.
Of all the features they could have included in the first Elder Scrolls game, Bethesda just had to make diseases a thing in Arena, didn't they? They've been a part of the series ever since, too... in Skyrim, they're not so bad; they just give you a penalty to attacks or skills depending on what disease you've contracted. They're much, much worse in Arena. As time passes, your attribute scores will start falling and as soon as one of them hits zero, your character dies. Without an appropriate potion, the only way to cure a disease is by going to a temple and we're a few days away from one of those. This is going to be a major headache later. For now, we take advantage of the elevated platforms near the black altar in the center of the temple to keep out of reach of the remaining ghouls and pick them off with our new long bow. They hate it when we do that.

At this black altar, pray for me please / There's no cure but death from this disease
...Damn it, I knew that altar was trouble. Our glam rock cuirass can't overcome its metal energy.
So now, Max Bloodedge has a case of typhoid and still doesn't know where the piece of the Staff of Chaos is. I was hoping there would be some clue in the temple, but all we find is more ghouls and spiders. The only choice is to keep exploring the Fang Lair, but that's getting increasingly harder due to the fact that we can only rest in the tunnels for a few hours at a time and that's not long enough for us to recover our health fully. I'm pretty sure that disease causes a penalty to health regeneration, too. As a result, we start taking advantage of the monsters' inability to navigate corners and pick off as many as possible with the bow rather than engaging them at close range. Eventually, we find a part of the dungeon that looks significantly different... and a caption pops up on screen to confirm this is a significant discovery.
I don't pretend to know much about Dwemer engineering, but I'm pretty sure that a jail to hold an army of spiders wasn't part of the original design. Yet here it is, along with a booming voice that echoes in our heads, telling us that we need to answer a riddle correctly if we want to avoid a spider jailbreak. We're then presented with a logic puzzle and are supposed to figure out which cell holds the gold key to the locked door ahead of us. The puzzle doesn't make much sense, though. It sounds like the game is presenting us with three false statements, and we can determine which cell holds the gold key by eliminating the impossible choices. However, one of the false statements is "cell 3 holds worthless brass, cell 2 holds the gold key" and the gold key is actually found in cell 2. Luckily for us, the spiders don't cause too much damage to us when we get the answer wrong.
I'm pretty sure that exact scenario comes from a 1960s Batman TV episode featuring The Riddler.
After that nonsense is over, Max takes the key and opens the door that will take us to the Underdark. In Dungeons & Dragons, the Underdark is the native territory of drow elves, so our dark elf should feel right at home here. We find ourselves in a chamber full of lava canals, which is similar to the volcanic terrain of Morrowind, so this would actually be quite relaxing if not for the skeletons trying to kill us. Anyway, we need to find this staff piece before we die of typhoid, so we proceed to the large room in the center of the chamber and find another locked door... which demands that we answer another riddle. This one actually makes sense, though. "What is neither flesh nor feather, but still has a hand and fingers?" There are lots of answers to that. Skeletons, golems, statues, mannequins... but those aren't the answers the door is looking for. It wants us to say, "glove". Fine, door. I like my answers better, though.
The thing is, you want to get the right answer here because there are two hell hounds behind the door that will attack you if you get it wrong. We look past the hounds and see a floating object with a glowing purple aura. That would be the staff piece we came here for. Max grabs it and the game gives us some unpleasant information about throbbing which we choose to ignore. If we were feeling healthier, we could go back and explore the rooms we missed to see if there are any hidden treasure caches, but it seems wiser to try to get out of the Fang Lair and get our typhoid cured as quickly as possible. So, Max runs out of the Underdark and through the series of mine shafts to get to the exit to the surface. At this point, we save the game, because here comes the annoying part.
THE LESS WE KNOW ABOUT THE THROBBING, THE BETTER.
Typhoid is going to cause attribute damage every day that we spend traveling, and Rihad is a 3 week trip. There's no way we can survive that long. Our only choice is to head for a smaller town, Belkarth Guard, that's only 4 days away from Fang Lair. For those four days, however, we will be at the mercy of the random number generator. If the game rolls high numbers, the disease will kill us but if it rolls low numbers, the trip is survivable. This is why save scumming is so important in older RPGs like this one. Max dies three times before the game finally rolls the low numbers that we need to get to Belkarth Guard. There are just a few problems we have to deal with: 1) It's the middle of the night, and the temples aren't open. 2) We have about 10 hit points left. 3) We just received a vision in our dreams... from Jagar Tharn. And he's pissed off.
Look, Jagar, we already know Ria is less intelligent than the average prostitute,
but at least she was creative enough to send us visions with an interesting backdrop.
The usurper battlemage may not have noticed us when we escaped from prison, but the Staff of Chaos sent a push notification to his phone when we grabbed a piece of it. Tharn makes us a reasonable offer: give that staff piece back to his minion, and he'll grant us a quick, painless death. Cue the minion, a swordsman in chain mail who's not taking "no" for an answer. Once again, Max's heavy armor keeps him from being hit by the minion and we manage to defeat him even though we're actively dying from typhoid. After that, we duck into a tavern and rent a room where we can rest until the temples open in the morning. Ria Silmane sens us her own vision that night, saying that she knows the name of the dungeon where the second piece of the staff is but, of course, not the location of the dungeon itself. We're not worried though, because we can just ask a prostitute. Also, the dungeon is Labyrinthian and anyone who played through the College of Winterhold quests in Elder Scrolls V knows that's in Skyrim.
Anyway, we get our disease cured for 367 gold, sell the few pieces of loot we acquired from Fang Lair, and prepare to go back to Skyrim. While I might know the location of Labyrinthian personally, Max Bloodedge doesn't and he's probably going to have to deal with one of the Jarls to get that information. If they're even called Jarls in this game, that is. I'm fine with a lack of continuity between this game and Elder Scrolls V though, if it means that Labyrinthian isn't infested with frost trolls....