anchor.diff:  
   
   /datum/game_mode/abduction/check_finished()
  -	for(var/team_number=1,team_number<=teams,team_number++)
  -		var/obj/machinery/abductor/console/con = get_team_console(team_number)
  -		var/datum/objective/objective = team_objectives[team_number]
  -		if (con.experiment.points > objective.target_amount)
  -			return 1
  +	if(!finished)
  +		for(var/team_number=1,team_number<=teams,team_number++)
  +			var/obj/machinery/abductor/console/con = get_team_console(team_number)
  +			var/datum/objective/objective = team_objectives[team_number]
  +			if (con.experiment.points > objective.target_amount)
  +				SSshuttle.emergency.request(null, 0.5)
  +				finished = 1
  +				return ..()
   	return ..()
   
   /datum/game_mode/abduction/declare_completion()
  
positive.code: 		world << printobjectives(abductee.mind)
  
  /datum/game_mode/proc/auto_declare_completion_abduction()
  	if(abductors.len)
  		world << "<br><font size=3><b>The Abductors were:</b></font>"
  		for(var/datum/mind/M in abductors)
  			world << "<font size = 2><b>Abductor [M.current ? M.current.name : "Abductor"]([M.key])</b></font>"
  
negative.code: 	var/list/datum/mind/agents = list()
  	var/list/datum/objective/team_objectives = list()
  	var/list/team_names = list()
  	var/finished = 0
  
  /datum/game_mode/abduction/announce()
  	world << "<B>The current game mode is - Abduction!</B>"
  