anchor.diff:  			var/obj/machinery/shield/S = V
   			if(S && !qdeleted(S))
   				qdel(S)
  +		for(var/obj/item/weapon/pinpointer/P in pinpointer_list)
  +			P.the_disk = null // this sets it back.
   		return
   	if(locate(/obj/effect/rune) in Turf)
   		user << "<span class='cult'>There is already a rune here.</span>"
  
positive.code: 				N.health = 60
  				shields |= N
  			for(var/obj/item/weapon/pinpointer/P in pinpointer_list)
  				P.visible_message("[P]'s pointer spins around rapidly, and than slowly falls aiming in a new direction.")
  				P.the_disk = user //get_turf(user): break glass if imbalanced. -Super
  		else
  			user << "<span class='warning'>Nar-Sie does not wish to be summoned!</span>"
  
negative.code: 			qdel(S)
  	new rune_to_scribe(Turf, chosen_keyword)
  	user << "<span class='cult'>The [lowertext(initial(rune_to_scribe.cultist_name))] rune [initial(rune_to_scribe.cultist_desc)]</span>"
  	for(var/obj/item/weapon/pinpointer/P in pinpointer_list)
  		P.visible_message("<span class=warning'>[P] begins rattling, but it's pointer remains unmoved in it's pecuilar direction.</span>")
  		P.the_disk = get_turf(user) // now we can locate where the damn rune is