anchor.diff:  /mob/living/simple_animal/hostile/clockwork_marauder/Life()
   	..()
   	if(is_in_host())
  +		if(!ratvar_awakens && host.stat == DEAD)
  +			death()
  +			return
   		adjust_fatigue(-2)
   		if(!fatigue && recovering)
   			src << "<span class='userdanger'>Your strength has returned. You can once again come forward!</span>"
  
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: 		return 0
  	var/resulthealth
  	resulthealth = round((abs(config.health_threshold_dead - host.health) / abs(config.health_threshold_dead - host.maxHealth)) * 100)
  	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, 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(!force && recovering)
  		if(hostchosen)
  			host << "<span class='heavy_brass'>[true_name] is too weak to come forth!</span>"
  		else
  