I beat Mardin as well! I'm much more inclined to play when a mission is fun and here I liked both the topside and the underground. A lot of small skirmishes in this mission with a big fight underground by the end. Obviously I sneaked my way directly to the Deathclaw Matriarch and let her loose on the Beastlord Emperor Daarr. The Emperor didn't carry any cool loot however so that was a big let down. Some of the underground actually looked good, the earthy cave bit, which is uncommon in FoT IMO. The room where the cannibals slaughtered human prisoners which strongly reminded of the Butcher's room in Diablo. The idea of mutated humans who use telepathy to control insects is alright and then they had kidnapped a Deathclaw broodmother and where thus able to use Deathclaws through her as well. As soon as she is set free they all turned on the Beastlords though, so that kind of backfired for them. I wouldn't mind if this faction was used again in another game, the mutation can probably be caused in other places as well. Another idea would be to have a Trait called Beastlord that let's the player control insects but with a huge penalty to Charisma and NPC reactions. Now off to the next bunker!