anchor.diff:  				density = 1
   
   			Boss
  -				prizePoolSize = 3
  +				prizePoolSize = 4
   
   				Attack()
   					..()
  
positive.code: 					canBleed = FALSE
  					var/tmp/fired = 0
  
  					MapInit()
  						set waitfor = 0
  						..()
  
negative.code: 			Range = 24
  			respawnTime = 6000
  
  			prizePoolSize = 3
  
  			ChangeState(var/i_State)
  				..(i_State)
  