anchor.diff:  	attack_hand(var/mob/M)
   		if(!target || !istype(target.loc, /turf))
   			del src
  -		M.visible_message("\blue \The [M] climbs [target.z > z ? "up" : "down"] \the [src]!", "You climb [target.z > z ? "up" : "down"] \the [src]!", "You hear some grunting, and clanging of a metal ladder being used.")
  +		var/list/adjacent_to_me = global_adjacent_z_levels["[z]"]
  +		M.visible_message("\blue \The [M] climbs [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!", "You climb [target.z == adjacent_to_me["up"]  ? "up" : "down"] \the [src]!", "You hear some grunting, and clanging of a metal ladder being used.")
   		M.Move(target.loc)
   
   
  
positive.code: 		. = ..()
  		spawn(1) //Allow map to load
  			if(!target)
  				target = locate() in locate(x,y,z-1)
  				if (istype(target))
  					icon_state = top_icon_state
  				else
  					target = locate() in locate(x,y,z+1)
  					if (istype(target))
  						icon_state = bottom_icon_state
  					else
  
negative.code: 			. = ..()
  			spawn(1)
  				if(!target)
  					var/list/adjacent_to_me = global_adjacent_z_levels["[z]"]
  					target = locate() in locate(x,y,adjacent_to_me["up"])
  					if(istype(target))
  						icon_state = bottom_icon_state
  					else
  						target = locate() in locate(x,y,adjacent_to_me["down"])
  						if(istype(target))
  							icon_state = top_icon_state
  						else
  