**IMPORTANT: The Mood Table does wrap around. No step ignores this fact.**

### Direction Table

0 | 1 | 2 | 3 |

Up | Right | Down | Left |

Right | Odd | Right | Even | Left | Odd | Left | Even |

### Determining the target mood

To get the **column** in the Mood Table, take the number of *lit indicators minus the number of unlit indicators*. If the number is outside the range 3 to -3, add or subtract 7 until it is in range.

To get the **row** in the Mood Table, take the number of *batteries and the number of battery holders* and see if it matches any of the number pairs shown. The number before the slash is the number of batteries and the number after the slash is the number of battery holders. If none of the number pairs match, use the “?/?” row.

The intersection of the column and the row is the mood you need them to get to. If the intersection is a **blank mood**, take the number of *ports*. If this number is greater than 3, subtract 4 until it is. Keep moving in the direction specified in the Direction Table until you reach a mood which is not blank.

### Determining the invalid moods

If there is **no vowel** in the serial number, the invalid moods are the ones that a Chess *bishop* could reach if it was placed where the target mood is. If there is a **vowel** in the serial number, the invalid moods are the ones that a Chess *knight* could reach if it was placed where the target mood is.

### Mood movement rules

There are two cells underneath each direction in the Direction Table. To go in a direction, press the **eye** specified by the *left* cell when the **parity of the last digit of the timer** is what the *right* cell specifies.