anchor.diff:  			Silverblood_Golems
   			Graveyard
   			layer = 6	// set this layer above everything else so the overlay obscures everything
  -			var
  -				lit = 1	// determines if the area is lit or dark.
  -				obj/weather/Weather	// what type of weather the area is having
  -			proc
  -				daycycle()
  -					lit = 1 - lit	// toggle lit between 1 and 0
  -					if(lit)
  -						overlays -= 'black50.dmi'	// remove the 50% dither
  -						//if(type == /area/outside)
  -							//world<<"<b>Event: <font color=blue>The sun rises over the forest. A new day begins."	// remove the dither
  -					else
  -						overlays += 'black50.dmi'	// add the 50% dither
  -					spawn(9000) daycycle()
  +
   		inside
   			Silverblood_Maze
   				antiTeleport = TRUE
  
positive.code: 				antiFly      = TRUE
  		Entered(atom/movable/O)
  			. = ..()
  			if(isplayer(O) && !active)
  				active = 1
  				for(var/mob/NPC/Enemies/M in src)
  					if(M.state == M.WANDER || M.state == M.INACTIVE)
  
negative.code: 
  		Exited(atom/movable/O)
  			. = ..()
  			if(active && isplayer(O))
  				var/isempty = 1
  				for(var/mob/Player/M in src)
  					if(M != O)
  