
Originally Posted by The Shroud
I'm a bit divergent when it comes to ghosting in that I tend to view the whole rationale and purpose for it from a seemingly different perspective than most — one which inherently makes certain rules obsolete or only situationally relevant whilst creating other complications that don't exist in any official standard among the Thief community. For instance, these are my personal ghosting rules which I impose on my own gameplay:
1. If realistically possible (that is, without utilizing game exploits and unrealistic quirks or limitations of the game engine — more on this below), avoid detection by all humans and any other intelligent adversaries who might conceivably report noticing an intruder (this includes first alerts, as well as any alerts by mechanical faces or automatons — who can sound alarms — or by craymen, apebeasts, or bugbeasts, who can alert other intelligent creatures to your presence). Spiders, zombies, burricks, and fire elementals are not subject to this rule unless they, in turn, could alert humans to your presence. Haunts and ghosts are intelligent, so must not detect you directly, though they may be destroyed without violating these rules provided you eliminate them before they can alert other intelligent creatures.