anchor.diff:  
       }
   
  -    void setupNpcs() {
  -        //for now, leave jack where he is and just have a second copy of him here. deal with it.
  -        //not gonna rip out existing 'shenannigans' system till i have a new one in place
  -        //TODO eventually the carapaces have a scene attached to them that they either add
  -        //TODO to the npc or player scene list when activated, or a companions
  -        //TODO jacks' replacement stabs scene will be able to stab any player OR npc, full on strife
  -
  -    }
  +    Future<Null> setupNpcs() async {
  +        await loadBigBads();
  +    }
  +
  +    Future<Null> loadBigBads() async {
  +        await HttpRequest.getString(PathUtils.adjusted("BigBadLists/bigBads.txt")).then((String data) {
  +            List<String> parts = data.split("\n");
  +            //;
  +            for(String line in parts) {
  +                bigBads.add(BigBad.fromDataString(line, session));
  +            }
  +        });
  +
  +        }
   
       //each npc has items in their sylladex, at least one of which is legendary
       //TODO each game entity optionally has text for what to say if they are doing
  
positive.code: import "../SBURBSim.dart";
  
  //handles spawning and maintaining various npcs.
  class NPCHandler
  
negative.code:     Session session;
  
      List<GameEntity> allEntities = new List<GameEntity>();
      List<GameEntity> bigBads = new List<BigBad>();
  
      static String JACK = "JACK";
      static String PM = "PM"; //done
  