anchor.diff:  	if(open_turfs.len)
   		for(var/mob/living/L in T)
   			L.forceMove(pick(open_turfs))
  +
  +/obj/structure/destructible/clockwork/massive/celestial_gateway/proc/open_portal(turf/T)
  +	new/obj/effect/clockwork/city_of_cogs_rift(T)
  +
  +/obj/structure/destructible/clockwork/massive/celestial_gateway/proc/spawn_animation()
   	hierophant_message("<span class='bold large_brass'>The Ark has activated! [grace_period ? "You have [round(grace_period / 60)] minutes until the crew invades! " : ""]Defend it at all costs!</span>", FALSE, src)
   	sound_to_playing_players(volume = 10, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/clockcult_gateway_charging.ogg', TRUE))
   	seconds_until_activation = 0
  
positive.code: 		if(!M || !M.current)
  			continue
  		if(isliving(M.current) && M.current.stat != DEAD)
  			M.current.forceMove(get_turf(src))
  		M.current.overlay_fullscreen("flash", /obj/screen/fullscreen/flash)
  		M.current.clear_fullscreen("flash", 5)
  	playsound(src, 'sound/magic/clockwork/invoke_general.ogg', 50, FALSE)
  
negative.code: 			R.time *= 2 //Building walls becomes slower when the Ark activates
  	mass_recall()
  	recalls_remaining++ //So it doesn't use up a charge
  	
  	var/turf/T = get_turf(src) 
  	var/list/open_turfs = list()
  	for(var/turf/open/OT in orange(1, T))
  		if(!is_blocked_turf(OT, TRUE))
  