anchor.diff:  		return 0
   	var/resulthealth
   	resulthealth = round((abs(config.health_threshold_dead - host.health) / abs(config.health_threshold_dead - host.maxHealth)) * 100)
  -	if(resulthealth > 60) //if above 20 health, fails
  +	if(!ratvar_awakens && host.stat != DEAD && resulthealth > 60) //if above 20 health, fails
   		src << "<span class='warning'>Your host must be at 60% or less health to emerge like this!</span>"
  +		return
   	return emerge_from_host(0)
   
  -/mob/living/simple_animal/hostile/clockwork_marauder/proc/emerge_from_host(hostchosen) //Notice that this is a proc rather than a verb - marauders can NOT exit at will, but they CAN return
  +/mob/living/simple_animal/hostile/clockwork_marauder/proc/emerge_from_host(hostchosen, force) //Notice that this is a proc rather than a verb - marauders can NOT exit at will, but they CAN return
   	if(!is_in_host())
   		return 0
  -	if(recovering)
  +	if(!force && recovering)
   		if(hostchosen)
   			host << "<span class='heavy_brass'>[true_name] is too weak to come forth!</span>"
   		else
  
positive.code: 
  /mob/living/simple_animal/hostile/clockwork_marauder/death(gibbed)
  	..(TRUE)
  	emerge_from_host()
  	visible_message("<span class='warning'>[src]'s equipment clatters lifelessly to the ground as the red flames within dissipate.</span>", \
  	"<span class='userdanger'>Your equipment falls away. You feel a moment of confusion before your fragile form is annihilated.</span>")
  	playsound(src, 'sound/magic/clockwork/anima_fragment_death.ogg', 100, 1)
  
negative.code: 						adjust_fatigue(-1)
  
  /mob/living/simple_animal/hostile/clockwork_marauder/proc/update_fatigue()
  	if(!ratvar_awakens && host && host.stat == DEAD)
  		death()
  		return
  	if(ratvar_awakens)
  		speed = -1
  		melee_damage_lower = 30
  