anchor.diff:  				ShouldIBeActive()
   
   			proc/ShouldIBeActive()
  -				if(istype(loc.loc, /area/newareas))
  -					state = WANDER
  +				if(!loc)
  +					state = INACTIVE
   					return 0
   
  -				var/mob/Player/M = locate() in loc.loc
  -				if(M)
  +				if(istype(loc.loc, /area/newareas) && loc.loc:active)
   					state = SEARCH
   					return 1
  -				else
  -					state = WANDER
  -					return 0
  +
  +				state = WANDER
  +				return 0
   
   
   			proc/BlindAttack()//removeoMob
  
positive.code: 						else
  							target = null
  							ShouldIBeActive()
  					else if(distance <= 3)
  						step_away(src, target)
  					else if(distance > 3)
  						step_rand(src)
  						sleep(5)
  
  			Slug
  				icon='NewMobs.dmi'
  
negative.code: 						isempty = 0
  						break
  				if(isempty)
  					active = 0
  					for(var/mob/NPC/Enemies/M in src)
  						M.state = M.WANDER
  mob
  