On the Subject of Iron Plate

If Time broke, the conseq-

On this Plate is inscribed information regarding Creatures.

Your playfield is the island in Appendix ISLAND.

Currently, Time is stopped. You can press the Plate on the module to unstop time, and press again to stop it again and submit an answer.
Your goal is to determine how long to keep time flowing for.

Various creatures are scattered on the island, and for each second of the bomb’s timer that passes, they will move around (if time is flowing) for exactly one tile.
You need to stop Time again when they all are in their Target Locations.

The inscriptions on the Plate give you three types of information, with each line corresponding to another creature:

  1. The Creature’s starting location in the island.
  2. The Creature’s movement pattern as described in Appendix DIAMOND.
  3. The Creature’s Target Location.

In Appendix ISLAND, some tiles are marked by edgework information. If the corresponding edgework is present on the bomb, Void that cell.
For more information, see Shared Appendix V O I D.

Multiple creatures can occupy the same tile in the island.

Stopping the Time when all creatures aren’t in their Target Location will result in a Strike, and will reset the module and island to their starting state.

Appendix DIAMOND:

The Movement Pattern is an ID represented by a singular letter on the Plate.

All Creatures move for exactly one tile per second that passes.
Do not forget that Void can distort distances.

All creatures turn around 180° when they reach the edge of the island and reset their turning counter.

This takes priority over turning rules, meaning for example if an O Movement Pattern creature reaches the edge of the island on the first movement after turning naturally; it will rotate 180° and take two more movements before turning counter-clockwise.

Movement Pattern ID Movement Description Additional Information
H Horizontal movement. Starts moving to the right.
L Horizontal movement. Turns around after moving twice in the same direction. Starts moving to the left.
X Diagonal / movement. Starts moving to the top-right.
Y Diagonal \ movement. Starts moving to the top-left.
O Circular movement. Moves twice then turns 60° counter-clockwise. Starts moving to the right.
Z Zig-Zag movement. Moves twice then turns 60°, alternating clockwise and counter-clockwise. Starts moving to the top-left. First rotation will be clockwise.

Appendix ISLAND:

Coordinates in the island are given in the form ColumnRow (A3, G7, E8).
Bottom-Left Top-Right Diagonals are the columns, numbered A from the leftmost, going right.
Horizontal lines are the rows, numbered 1 from the top, going down.

1 2 3 4 5 6 7 8 9 A B C D E F G H I

Shared Appendix V O I D:

Voided cells are considered to not exist anymore. Cells aligned on either sides are considered adjacent and at a distance of 1. This includes diagonals.

You can move from one side of a Voided cell to another in a single movement. You cannot stop a movement onto a Voided cell.

Neighbors of a Voided Cell are the cells directly adjacent to it (unless one of them is a Voided cell, in which case the neighbors are of course one cell further).

Each arrow represents a single movement of length one Here are the 8 neighbors of a cell with Void around it Distances of a cell with Void in its surroundings