Almost all scenes in a game would have some information revealed that would contribute to solving the puzzle of obtaining the final goal of the game. Since Halcyon needed to keep track of first versus subsequent visits, a count of visits (up to a maximum of 15) would be used to trigger its speech synthesized hints and comments. One example from Thayer's Quest would be the direct instruction to take the right door when the wrong door (leading to instant death) was chosen more than once.