With Bonehoard, the Thief game really hits its stride. While the previous two missions had three-dimensionality, this is the first mission in which the vertical direction was used to its full potential. A multi-level complex of vaults, tombs, and caves crawling with burricks and zombies, the Bonehoard is challenging but fair, with a slightly confusing layout that will keep you on edge until the end.
Another nice touch is that this mission allows a variety of playstyles. Ghosting is hard but, unlike Cragscleft, the zombies do leave you an opening eventually. And if you're in the mood to exterminate the undead there are plentiful holy water vials and fire arrows to use. Thief Gold even adds the new Fireshadow enemy guarding one of the gemstones, a section which was previously too easy, who also drops fire arrows in case you run out.
In terms of atmosphere, this mission is delightfully creepy. Sound and lighting are, as usual, top notch. The strange tombs, mysterious magical traps, and slightly surreal architecture give the whole mission a feeling of wonder. And through most of it you can hear the distant, slightly non-musical, tones of the Horn you're seeking helping guide you in the right direction.
It's just a great level. One of the highlights of Thief, without a doubt.
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star 10 / 10
The Fireshadow is added by TFix (as many other things, such as the "little big world" section in The Sword) also to the original (Dark Project) version of the game. It is of course an improvement but in a way it is a sad aspect that the original version of the game "as it was" with all its little differences (both gameplay- and engine-wise, sometimes intertwined ) is not playable on modern setups in any way anymore. For example, how many players today know that you could get enemies drown by having them pursue you into deep water? (btw also the only way to permanently "deaden" zombies without fragging - that's why also THAT situation in Into the Odd got me jumping off the chair way more than it should, or would a more recent player)
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