Condition can be meet before you read its instruction. As in, an instruction telling you to remove something but you already remove it. Your action here should be to not do anything.
The other case are if the thing the instruction telling you to interact with do not exist, you do not interact with it, because you can't.
I'm doing this because I want the player to feel some pressure when they decide to skip time. They will have to wonder if they have meet all the conditions. If one instruction = one action then the player only need to count their actions and the skip time to 5 second wait become meaningless, should just pass the moment they meet all conditions.