Hexen/Griffin Chapel

Just beyond the three portals is a large, tall room with a lot of barred off or fenced off side areas. The two sets of bars on the side of the room to your left will be open after you've pulled the first puzzle-piece lever in the Wolf Chapel. If this is open, you can complete this level's second puzzle piece now. On the side of the room to your right are three sets of bars. The center set, with the big outdoor area beyond, will be open after you pull the first lever in the Dragon Chapel. In this area is this level's third puzzle piece.

First puzzle-piece lever
At the opposite end of the room from where you entered, find and activate the section of wall with the purple mark to open a hidden door. Inside is a chamber with a puzzle-piece lever. This completes one ninth of the puzzle, plus opens the assembly hall in the Wolf Chapel, and the side areas on the north side of the Dragon Chapel.

Back in the main room, two compartments on the side of the room with the three sets of bars will be open. Inside each is a switch: pull them to open the left and right sets of bars. There are items inside.

Second puzzle piece
In the lower room past the bars, go up the narrow passage to the right. This leads outside and up some stairs to a big platform surrounded by a deep pit. After clearing out the enemies, go up to and step onto the platform. This solves this side's puzzle piece.

There's a bonus area available here. You'll see a single stained-glass window up on a wall across the pit. Try and break the glass with a shootable weapon. You'll have noticed some weapons have a hard time with narrow spaces; you may need to try from various angles. (Don't jump to the window: it doesn't lead anywhere and you won't be able to get enough of a start from the ledge to jump back to the platform.) When you break the window, a side area opens next to the cage in the outer wall opposite the area from the window. Jump to here and activate the wall at the end to open a pathway to the cage, where there's an item.

Back in the lower room, a compartment opposite the passage and a side room to the right have opened, releasing a bunch of Slaughtaurs. Step into the side room, where there's a pool and items, and a compartment between the two sets of high steps below the bars opens. A lift in here leads up to the cage between the bars, where there's an item.

Third puzzle piece
Just outside the bars, you'll see you're near the top of a deep pit. You'll also see an arrow pointing to the edge of the pit. Stand back a bit, and walk full-speed--don't timidly creep--directly forward off the edge of the pit where the arrow is pointing. A network of magic bridges will form, connecting to two side rooms across the pit to the left and right. (You'll see there's a gap between the bridge and edge that you might have fallen through if you had hesitated.) One room is blocked by bars; go to the other room, find and pull the switch to open the bars. Inside the unbarred room is a teleporter. Take the teleporter to a passage that leads over a narrow crevice with lava below. This is actually within the same pit below the magic bridge; only now you're near the bottom.

Before continuing, save your game. The next area has a novel concept and interesting mechanics, but unfortunately can be accurately described as not ready for prime-time. It's highly prone to malfunctioning and leaving you permanently stuck, plus there's a trap with no indication of its existence. The area is a good-size room with many partitions that randomly move back and forth. Ettins also infest the area, and contribute the most to things malfunctioning. If an Ettin is caught by a partition and is out of reach of your weapons, a Disc of Repulsion will impact it. If you get hung up on a partition, you can get free with the CASPER cheat code, but this won't be available if you're playing skill level 5 and you'll need to reload your game and try again.

At the far side of the room is a long corridor. This is where the trap is. The ceiling past the moving section of wall will quickly collapse and crush you without advance warning if you walk under it, unless you deactivate it first. Near the four corners of the room are four walls with purple marks on them. Like elsewhere in the level and game, these are hidden doors. Inside each is a switch. Hit all four to deactivate the trap and make the corridor safe. At the far end of the corridor is this side's puzzle-piece lever. When you pull it, the moving walls will settle into fixed positions and stop moving, and a small room near the lever will open. The teleporter inside goes back to the side room at the top of the pit.

Back in the main room, a door in the fat column in the middle of the room will be open after both puzzle pieces are completed, releasing one final enemy.