anchor.diff:  			DMGmodifier = 3
   			MoveDelay = 3
   			AttackDelay = 1
  -			Range = 16
  +			Range = 24
   			respawnTime = 6000
   
   			prizePoolSize = 2
  
positive.code: 					active = 0
  					for(var/mob/Enemies/M in src)
  						if(M.state != M.INACTIVE)
  							M.ChangeState(region ? M.WANDER : M.INACTIVE)
  
  area/Exit(atom/movable/O, atom/newloc)
  	.=..()
  
  	if(istype(O, /mob/Enemies) && . && newloc && O:state)
  		if(O:removeoMob)
  			if(!issafezone(src) && issafezone(newloc.loc)) return 0
  		else
  			var/list/dirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
  			dirs -= O.dir
  
  			. = 0
  			while(dirs.len)
  				var/d = pick(dirs)
  				dirs -= d
  
  				var/turf/t = get_step(O, d)
  				if(t && t.loc == src)
  					step(O, d)
  					break
  
  
  
negative.code: 				new /obj/corpse(loc, src)
  
  			var/rate        = 1
  			var/rate_factor = worldData.DropRateModifier
  
  			if(killer.House == worldData.housecupwinner)
  				rate += 0.25
  