After the player has completed the Path of the Thief, if they continue unlocking skills for the Thief Spirit that reach a total of 36 or more Ectoplasm invested, the Guide Spirit will transform into the Thief Spirit's form and tell the player that the Thief wishes to speak with them.
The memory activator from the previous visit to the Thief within will re-appear and the quest will start with an objective to speak to the Thief within the Sigil Geode.
There is a point during the quest Grave Encounters where the player will be tasked with making a final choice. Once the player reaches this point, they will no longer be able to gain access to or complete this quest until after Grave Encounters is completed. The player will be urged at several points by the Guide Spirit to continue empowering the spirits until these quests are completed if the player wishes to do so before continuing with Grave Encounters.
Inside the Sigil Geode, Laughs-at-Locks will tell the player he wishes the player to return to their hideout and break into the final vault that he was unable to in life.
If the player agrees, they will receive an objective to return to Sorgensgrav.
The Guide Spirit will take on the form of the Thief Spirit and show the player how to access a new chamber. The Spirit will go one way and the player will go the other.
In the first room, the player will find themselves with a narrow path forward and three trap types will be firing on repeat blocking their path. Through a small window, the player will be able to speak with the Guide Spirit, who will ask the player which of the animal-labeled buttons they should turn off. This follows the same pattern as the rest of Sorgensgrav; see the below chart for the pairings.
| Animal | Trap Type |
|---|---|
| Bear | Battering Ram |
| Dragon | Fire |
| Hawk | Spears |
| Snake | Poison Darts |
| Whale | Spiked Columns |
| Wolf | Swinging Axes |
Of the options available in dialogue, whichever the player selects, that trap type will be disabled.
The player can then proceed to find a second situation with a different set of traps. This time, in addition to the animal options, they can tell the Guide Spirit to surprise them - which will result in a random trap type being disabled.
After this, the player will find themselves in the large room with the trap gauntlet where they watched Laughs-at-Locks' Apprentice die in one of the memories. This time, the Guide Spirit as the Thief will go down the path the Apprentice had gone, while the player takes the path Laughs-at-Locks went.
The Spirit will be trapped at a sealed door inside of a narrow cage-like tunnel; the player will be told to find the correct two switches to open the doors without triggering the traps inside of the area the Spirit is trapped in. Four buttons in the larger room will be given objective markers, and the player will receive the objective to find the correct two.
There are subtle hints to guide the player towards the correct ones, the most obvious being that the two correct ones have symbols the player has not yet seen related to any traps: the Owl and the Moth.
In this room, if the player looks at the place where the Apprentice died, they can find a note. Reading this note will confirm that the remains are the Apprentice, and the player will be able to gather the remains. This unlocks an alternate scene if they do so before completing this quest.
Regardless of which the player selects, because the Guide Spirit is immortal, they will be able to pass once the correct two were triggered, even if some of the incorrect ones were also triggered. The only outcome difference will be in rewards the player receives.
Getting every puzzle correct the first try will result in a sarcophagus door in front of the player falling after the gauntlet and revealing a bonus room filled with treasure.
After the player opens the door for the Guide Spirit, the door next to the Guide Spirit's path that was blocking the player from progressing will open, allowing the player into the next series of chambers.
These are a series of 3 small chambers with 4 switches each, and each switch will have an animal symbol beaneath it. Shortly after entering each chamber, the Guide Spirit will be in a room overlooking the player and read to them a riddle. The answer to the riddle will tell the player which of the switches to hit.
The player can then look up towards where the Spirit would be and ask to repeat the riddle.
The answers to the three riddles are as follows:
Selecting the wrong answer will trigger several traps that will do an extreme amount of damage, if not outright killing the player.
After the player exits the last of these chambers, and proceeds forward through the remaining hallways into the next large room, they will find a large circular Vault door with glowing runes.
The Guide Spirit still as the Thief Spirit will play a scene where they run up to the large door, and quickly crack the combination, allowing them and the player to enter the Vault.
Inside the Vault, the player will find a large treasure chest and many burial urns around the walls of the Vault with treasure inside. In the center, the player will find a coffin.
If the player has the remains of the Apprentice, the Guide Spirit as the Thief Spirit will suggest laying the remains to rest in the empty coffin. The player will then receive an objective to do so.
After activating the coffin, the screen will fade out briefly and the remains will be placed inside, and the Guide Spirit as the Thief will say some final words.
If the player does not have the remains or the note, they will be directed to acquire the large ruby near the chest as an objective, and selecting this will advance the quest instead.
The player will then receive an objective to return to Laughs-at-Locks inside of the Sigil Geode to tell him what happened.
The player can select the green memory activator inside the Soul Sanctum to return to the inside of the Geode and speak to Laughs-at-Locks. After the player tells him what happened, he will thank the player and teach the player more of the Gentlemen's Cudgel, increasing the multiplier on the damage done by the Shadow Blink when used at range.
The player will be returned to the Soul Sanctum, and the quest will complete.