Hub 3: Deathwind Chapel

Walkthrough
You begin in a small room with two stone doors, a wooden door and a portal that returns to Heresiarch's Seminary. The level consists of three areas you complete successively, each with assorted puzzles and bonus areas.

First area
Enter the wooden door. After clearing out the enemies, pull the switch at the far end of the room. A stairway will rise on your left.

Second area
In here is a long, fairly narrow room. There's a huge horde of Centaurs and Slaughtaurs in here, most of them inside compartments on either side that will open shortly. When you get to those eight square columns halfway down the room, they'll begin to spin, slowly at first and then more rapidly. They'll also begin moving side to side in an undulating pattern. You'll need to go between the two rows to get across the room. If you get caught among them you'll be crushed. But if you watch the side-to-side motion, you'll see how you can follow the pattern to get past them safely. You can also go across right away before they begin moving together.

At the far end of the room, hit the switch you find. Now's when all the compartments will open, releasing the remaining enemies, plus the exit will close off. You'll need to get past the spinning columns again, but the side-to-side pattern is going the wrong way to follow back out. Wait until the closest pair of columns are just far enough apart to get through, then run through them to make it past the last pair before those ones are too close together. But, like before, you can quickly hit the switch and get back across the room before they begin moving side to side. You'll have the enemies on the first side of the room to deal with still. Discs of Repulsion, and a row of Flechette gas clouds/time-bombs if you're playing the Cleric or Mage, will work especially well here. After a few of them are killed, the exit will be unblocked.

The switch opened the remaining stone door in the starting room. Before continuing, you might want to look in the opened compartments. There's a lot of ammo and even some weapons available.

Third area
Past the second stone door is a long, narrow room with rows of windows on either side looking into side rooms crammed with Centaurs. At the far end is a closed stone door. When you go to the other end, the windows will convert into doorways, releasing the enemies. It may be easiest to go back out to the starting room and fight them through the doorway. If you're playing the Cleric, a trail of flechette gas clouds down the middle of the room, placed as you leave, will make short work of the Centaurs. On the far sides of the two side rooms are doorways to two additional side rooms, each of which has a teleporter. (This whole area is made up of a total of five rooms side-by-side.)

Take one of the teleporters: it goes to a small room looking through a narrow window down into a high courtyard with a small pool and a statue. You'll see two closed stone doors on either side of the courtyard. Look for and pull the switch nearby, and one of the doors will open. The teleporter in this room goes back to near the teleporter that led here. Go to and take the other teleporter in the opposite side room: this goes to an identical room looking down on the courtyard on the opposite side. Pull the switch here to open the other stone door. Go back to the center room, and you'll see the stone door in here is actually one of the two in the courtyard. There are lots of items here, plus the other stone door goes to a compartment with a Krater of Might.

Once you've cleared out the three areas, your tasks here are completed.

Any Player Class
In addition, for every player class on every skill level there is a random number of Centaurs that are spawned in the room behind the third and final stone door to the south of portal room. The number is generated randomly in the range between 7 and 14. The range is independent of player class and skill level.