Okay... Correct me if I'm wrong. So, if 3 paths are generated from the starting zone to the treasury on the same Jebus map, and I break through the guard on one of them, does that mean I can't bypass the shifted guard on another?
We have a rule that requires breaking through the shifted guard of each path you take. And by "path," we mean the paths on the map we're playing on, not what's shown in the diagram of the template. This applies not only to Jebus. You shouldn't do this on CM maps either. The generator doesn't place guards randomly. Breaking through the guard is the price you pay for the bonus it protects. In general, the guards should always be positioned so that they cannot be bypassed. But sometimes the generator doesn't manage to do this. That's why there are rules about shifted guards to correct such cases.
This applies to all templates except those with camps. In those, you can usually (sometimes with exceptions) walk past the shifted guards of the paths. This is explained by the fact that you can't stop a camp; it runs everywhere it can get through. Therefore, we can do the same.
We discussed this exact question about Jebus some time ago. I can't quickly find the link right now; I don't remember which thread it was in. Kostya, do you remember, by any chance? It was a big and well-reasoned discussion. Many arguments were presented. It would take too long to retell. Search for it yourself. We came to a clear conclusion then: no, you can't go to the center on Jebus through a specific path, bypassing the shifted guard, without breaking through any guards on that path, even if you've broken through a guard on another path.
I'll try to find something over the weekend; I don't have time for it during the week.
In general, I want to add screenshots and illustrations to the end of the rules for various points, so that players can easily navigate them.
Specific - can mean (specific, multiple) or (specific, between 2 zones). A couple of clarifying words would be enough.