diff --git a/JAPA/Assembly-CSharp.csproj b/JAPA/Assembly-CSharp.csproj
index d5f299f00324b339a05222b2fb663dd98aabf9c8..98bb73d151c1d298a1502402d1591646e35e55a4 100644
--- a/JAPA/Assembly-CSharp.csproj
+++ b/JAPA/Assembly-CSharp.csproj
@@ -1,4 +1,4 @@
-<?xml version="1.0" encoding="utf-8"?>
+<?xml version="1.0" encoding="utf-8"?>
 <Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
   <PropertyGroup>
     <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -19,7 +19,7 @@
     <DebugType>full</DebugType>
     <Optimize>false</Optimize>
     <OutputPath>Temp\bin\Debug\</OutputPath>
-    <DefineConstants>DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_1;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_ANDROID;ENABLE_SUBSTANCE;UNITY_ANDROID_API;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;PLATFORM_SUPPORTS_ADS_ID;UNITY_CAN_SHOW_SPLASH_SCREEN;ENABLE_VIDEO;ENABLE_VR;ENABLE_UNITYADS_RUNTIME;UNITY_UNITYADS_API;ENABLE_MONO;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_LINUX;UNITY_TEAM_LICENSE</DefineConstants>
+    <DefineConstants>DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_ANDROID;ENABLE_SUBSTANCE;UNITY_ANDROID_API;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;PLATFORM_SUPPORTS_ADS_ID;UNITY_CAN_SHOW_SPLASH_SCREEN;ENABLE_VIDEO;ENABLE_VR;ENABLE_UNITYADS_RUNTIME;UNITY_UNITYADS_API;ENABLE_MONO;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_LINUX;UNITY_TEAM_LICENSE</DefineConstants>
     <ErrorReport>prompt</ErrorReport>
     <WarningLevel>4</WarningLevel>
     <NoWarn>0169</NoWarn>
@@ -81,6 +81,14 @@
      <Compile Include="Assets\Scripts\MoveBarco\spawncapanga.cs" />
      <Compile Include="Assets\Scripts\MoveBarco\textHandler2.cs" />
      <Compile Include="Assets\Scripts\MoveBarco\textInitHandler2.cs" />
+     <Compile Include="Assets\Scripts\Tesouro\Debug\SliderText.cs" />
+     <Compile Include="Assets\Scripts\Tesouro\Disable.cs" />
+     <Compile Include="Assets\Scripts\Tesouro\LevelManager.cs" />
+     <Compile Include="Assets\Scripts\Tesouro\Map.cs" />
+     <Compile Include="Assets\Scripts\Tesouro\Miniature.cs" />
+     <Compile Include="Assets\Scripts\Tesouro\PinchZoom.cs" />
+     <Compile Include="Assets\Scripts\Tesouro\TesouroTimer.cs" />
+     <Compile Include="Assets\Scripts\Tesouro\Tutorial.cs" />
      <Compile Include="Assets\controlecollision.cs" />
      <Compile Include="Assets\controlelimite.cs" />
      <Compile Include="Assets\limitesbarril.cs" />
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+  fallbackFontReferences: []
+  customCharacters: 
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+  ascentCalculationMode: 1
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new file mode 100644
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diff --git a/JAPA/Assets/Prefabs/Tesouro/Tempo Restante.prefab b/JAPA/Assets/Prefabs/Tesouro/Tempo Restante.prefab
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diff --git a/JAPA/Assets/Scenes/MenuFases.unity b/JAPA/Assets/Scenes/MenuFases.unity
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diff --git a/JAPA/Assets/Scenes/Tesouro/TutorialTesouro.unity b/JAPA/Assets/Scenes/Tesouro/TutorialTesouro.unity
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diff --git a/JAPA/Assets/Scripts/Tesouro/Debug.meta b/JAPA/Assets/Scripts/Tesouro/Debug.meta
new file mode 100644
index 0000000000000000000000000000000000000000..ff347231e333849d868af11f760daf6836436d63
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diff --git a/JAPA/Assets/Scripts/Tesouro/Debug/SliderText.cs b/JAPA/Assets/Scripts/Tesouro/Debug/SliderText.cs
new file mode 100644
index 0000000000000000000000000000000000000000..e33be45b084f022e025f7368daf594a302d1ffd5
--- /dev/null
+++ b/JAPA/Assets/Scripts/Tesouro/Debug/SliderText.cs
@@ -0,0 +1,17 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+
+public class SliderText : MonoBehaviour {
+  public Slider sliderUI;
+  private Text textSliderValue;
+
+  void Start (){
+    textSliderValue = GetComponent<Text>();
+    ShowSliderValue();
+  }
+
+  public void ShowSliderValue () {
+    textSliderValue.text = sliderUI.value.ToString();
+  }
+}
\ No newline at end of file
diff --git a/JAPA/Assets/Scripts/Tesouro/Debug/SliderText.cs.meta b/JAPA/Assets/Scripts/Tesouro/Debug/SliderText.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..5076aa3f70b30ce2ba51706718bc766a6848d8c9
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+++ b/JAPA/Assets/Scripts/Tesouro/Debug/SliderText.cs.meta
@@ -0,0 +1,12 @@
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+timeCreated: 1568035820
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diff --git a/JAPA/Assets/Scripts/Tesouro/Disable.cs b/JAPA/Assets/Scripts/Tesouro/Disable.cs
new file mode 100644
index 0000000000000000000000000000000000000000..a9398b43ec831868dd9a58b68cca5f17f40cb7c7
--- /dev/null
+++ b/JAPA/Assets/Scripts/Tesouro/Disable.cs
@@ -0,0 +1,16 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Disable : MonoBehaviour {
+
+	public GameObject target;
+
+	void OnEnable(){
+		target.SetActive(true);
+	}
+
+	void OnDisable(){
+		target.SetActive(false);
+	}
+}
diff --git a/JAPA/Assets/Scripts/Tesouro/Disable.cs.meta b/JAPA/Assets/Scripts/Tesouro/Disable.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..e16dc511a02b698618284861408aea5944dd43f0
--- /dev/null
+++ b/JAPA/Assets/Scripts/Tesouro/Disable.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/JAPA/Assets/Scripts/Tesouro/LevelManager.cs b/JAPA/Assets/Scripts/Tesouro/LevelManager.cs
new file mode 100644
index 0000000000000000000000000000000000000000..e4f936d288097aa96570ea0867fa98f1cc5ee2ca
--- /dev/null
+++ b/JAPA/Assets/Scripts/Tesouro/LevelManager.cs
@@ -0,0 +1,185 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using UnityEngine.UI;
+
+public class LevelManager : MonoBehaviour {
+
+	public string restartKeyWord = "Restart"; //Palavra chave para recarregar a cena quando chamar a função 'ChangeScene' (Evite usar o nome de uma cena existente)
+
+	public int maxPoints;//Quantidade maxima de pontos
+	public GameObject[] pointsSprites; //Vetor que armazena as sprites da pontuação
+	public float spriteTransparency = 0.5f; //Transparência inicial das sprites da pontuação
+	public RectTransform pointsDisplay; //Display (objeto pai ou 'root object' das sprites de pontuação), usado para fazer os calculos de alinhamento (se não quiser alinhamento deixe a variável vazia)
+	public bool alignPointsSprite = true; //CheckBox para alinhar (true) ou não (false) as sprites de pontuação
+	public Vector2 miniatureAlignmentOffset; //Valores para ajustar a distância entre as miniaturas, tanto no eixo "x" como no "y"
+	public Vector2[] miniatureAlignment; //Numero de linhas e colunas desejadas para as miniaturas
+	public GameObject[] disableOnEnd;//Objetos que serão desativados ao fim
+	public GameObject winObj;
+	public GameObject loseObj;
+
+	private Color spriteColor; //Variável auxiliar para armazenar a cor da sprite de pontuação
+	private int points;//Variável que armazena os pontos
+
+	private PinchZoom pinchZoom;//Referência ao script 'PinchZoom'
+
+	void Awake(){
+		//GameManager.GetInstance().ShortOrientation("portrait","only"); --> Usaremos isso quando o GameManager estiver implementado
+		//Enquanto não está, usaremos isso para restringir a rotação da tela:
+		Screen.autorotateToPortrait = false;
+		Screen.autorotateToPortraitUpsideDown = false;
+		Screen.autorotateToLandscapeLeft = true;
+		Screen.autorotateToLandscapeRight = true;
+		Screen.orientation = ScreenOrientation.AutoRotation;
+	}
+
+	void Start () {
+		//Recebe o script 'PinchZoom' para usarmos suas funções sem precisar usar 'GetComponent' toda vez
+		pinchZoom = GetComponent<PinchZoom>();
+
+		//Se a quantidade máxima de pontos for maior que a quantidade de elementos, a quantidade máxima recebrá o numero de elementos (como usaremos 'maxPoints' para acessar o vetor, não podemos acessar uma posição que não existe no vetor).
+		if(maxPoints > pointsSprites.Length){
+			maxPoints = pointsSprites.Length;
+		}
+
+		//Pontuação começa zerada
+		points = 0;
+
+		//Recebe a cor inicial de um elemento qualquer (nesse caso irá pegar do elemento 0, pois esse elemento é o minimo que o vetor precisa ter)
+		spriteColor = pointsSprites[0].GetComponent<Image>().color;
+
+		//Atribui o valor da transparência (spriteTransparency) no canal de cor alpha da variável 'spriteColor'
+		spriteColor.a = spriteTransparency;
+
+		//Se a opção de alinhar (alignPointsSprite) for "true" e houver algum holder para as sprites (pointsDisplay):
+		if(alignPointsSprite && (pointsDisplay != null)){
+			
+			//A função de alinhar será chamada
+			AlignSprites(maxPoints);
+		}
+		//Caso contrário as sprites apenas terão a cor trocada e serão ativadas/desativadas de acordo com o número máximo de pontos que está sendo exibido (maxPoints)
+		else{
+			for (int i = 0; i < pointsSprites.Length; i++){
+				if(i < maxPoints){
+					pointsSprites[i].SetActive(true);
+					pointsSprites[i].GetComponent<Image>().color = spriteColor;
+				}
+				else{
+					pointsSprites[i].SetActive(false);
+				}
+			}
+		}
+
+		//Chama a função para alinhar, e distribuir os pontos nas miniaturas, de acordo com a primeira posição do vetor de valores "linha e coluna", atribuído no painel 'Inspector', e o vetor de "offsets" para ajustar as distâncias entre as miniaturas
+		pinchZoom.InicializeMiniatures(miniatureAlignment[points], miniatureAlignmentOffset);
+	}
+
+	//Função para alinhar as sprites no centro do holder das sprites de pontos (pointsDisplay)
+	void AlignSprites(int maxNum){
+
+		//Guardamos a altura
+		float displayHeight = pointsDisplay.rect.height;
+		//Como a posição 0 é o centro da imagem iremos subtrair esse valor (offset) para que a posição zero seja o lado esquerdo da imagem
+		float offset = (displayHeight / -2);
+		
+		//O calculo da posição é feito dessa forma: divide a largura pelo número de elementos+1 '(displayHeight) / (maxPoints + 1)' para obter as posições centralizadas e igualmente espaçadas; depois multiplicamos pela posião do elemento, somando 1, pois a primeira posição do vetor é 0 '* (i+1)'; ao final somamos o offset para ajustar as posições ao lado esquerdo do display ' + offset'.
+		//Pode paracer dificil de entender, mas fazer os passos no papel ajuda :D
+		for (int i = 0; i < pointsSprites.Length; i++){
+			if(i < maxNum){
+				pointsSprites[i].SetActive(true);
+				pointsSprites[i].transform.localPosition = new Vector3( pointsSprites[i].transform.localPosition.x, (((displayHeight) / (maxPoints + 1)) * (i+1) + offset) , pointsSprites[i].transform.localPosition.z );
+				pointsSprites[i].GetComponent<Image>().color = spriteColor;
+			}
+			else{//Aqui desativamos os resto das sprites que não serão usadas
+				pointsSprites[i].SetActive(false);
+			}	
+		}
+	}
+
+	//Como a variável 'points' é privada usamos essa função para ver seu valor fora da classe
+	public int GetPoints(){
+		return points;
+	}
+
+	//Função que adiciona pontos e faz o resto das operação que precisam ser feitas quando o jogador achar o baú
+	public void AddPoint(){
+		//Variável temporária que armazena a cor da sprite, mas com o Alpha = 1
+		Color tempColor = spriteColor;
+		tempColor.a = 1;
+		
+		points ++;
+
+		//Se a quantidade de pontos for menor que o máximo então a sprite correspondente ('points-1' porque o vetor começa em 0) terá a cor mudada para ficar preenchida
+		if(points < maxPoints){
+			pointsSprites[points-1].GetComponent<Image>().color = tempColor;
+		}
+		//Caso contrário o jogador venceu, então mudamos a cor da ultima sprite e chamamos a função 'Win()'
+		else{
+			pointsSprites[maxPoints-1].GetComponent<Image>().color = tempColor;
+			End(true);
+		}
+
+		//Chama a função para retornar da imagem grande para as miniaturas
+		pinchZoom.BackToMiniature(true);
+		
+		//'miniatureAlignment' é um vetor que armazena as linhas e colunas desejadas para o alinhamento. Usaremos 'points' para pegar a posição do vetor
+		//Mas não podemos acessar uma posição maior que o tamanho do vetor para evitar erros
+		if(points < miniatureAlignment.Length){
+			pinchZoom.InicializeMiniatures(miniatureAlignment[points], miniatureAlignmentOffset);
+		}
+		//Se 'points' for maior que o tamanho do vetor 'miniatureAlignment', então usaremos a última posição do vetor
+		else{
+			pinchZoom.InicializeMiniatures(miniatureAlignment[miniatureAlignment.Length - 1], miniatureAlignmentOffset);
+		}
+	}
+
+	//Função para finalizar o jogo, tanto ganhar como perder
+	public void End(bool win){//usamos o parâmetro 'win' para especificar se o jogador ganhou ou perdeu
+		
+		//Desativamos o 'Timer' porque não queremos que o tempo continue contando
+		GetComponent<Timer>().enabled = false;
+		
+		//Desativa todos os GameObjects em 'disableOnEnd'
+		foreach (GameObject obj in disableOnEnd)
+		{
+			obj.SetActive(false);
+		}
+
+		//Se 'win' é true então o jogador ganhou
+		if(win){
+			//Ativamos o objeto de vitória
+			winObj.SetActive(true);
+		}
+		else{
+			//Ativamos o objeto de derrota
+			loseObj.SetActive(true);
+		}
+	}
+
+
+	//Muda a cena de acordo com o nome que foi passado
+	public void ChangeScene(string sceneName){
+		
+		if(sceneName == restartKeyWord){
+			//GameManager.GetInstance().ReloadScene();  --> Vamos usar isso quando o Game Manager estiver implementado
+			Pause(false);//Despausamos antes de carregar outra cena
+			SceneManager.LoadScene(SceneManager.GetActiveScene().name);
+		}
+		else{
+			//GameManager.GetInstance().ChangeScene(sceneName);  --> Vamos usar isso quando o Game Manager estiver implementado
+			Pause(false);
+			SceneManager.LoadScene(sceneName);
+		}
+	}
+
+	//Função para pausar o jogo
+	public void Pause(bool isPaused){
+		if(isPaused){
+			Time.timeScale = 0.0f;
+		}
+		else{
+			Time.timeScale = 1.0f;
+		}
+	}
+}
diff --git a/JAPA/Assets/Scripts/Tesouro/LevelManager.cs.meta b/JAPA/Assets/Scripts/Tesouro/LevelManager.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..7480be8d35c631e27de3c324f3c9eeb1a5906b2a
--- /dev/null
+++ b/JAPA/Assets/Scripts/Tesouro/LevelManager.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 57c701c6bd35f49ca84ad9c8dd48ac29
+timeCreated: 1559304432
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
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diff --git a/JAPA/Assets/Scripts/Tesouro/Map.cs b/JAPA/Assets/Scripts/Tesouro/Map.cs
new file mode 100644
index 0000000000000000000000000000000000000000..c60b7fdf28bc9384211f15174b05fbce369687ed
--- /dev/null
+++ b/JAPA/Assets/Scripts/Tesouro/Map.cs
@@ -0,0 +1,67 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Map : MonoBehaviour {//Esse Script é usado para iniciar a animação do baú e verificar quando a animação terminou
+
+	public string animationName; //Nome da animação que iremos acionar
+
+	public GameObject treasure;
+
+	private Animator animator;//Armazena o componente de animação para conseguirmos acessá-lo por script
+
+	private LevelManager levelManager;//Referência ao 'LevelManager' para usarmos suas funções
+
+	private bool hasFinished = false;//Variável de controle que será usada para detectar se a ação final (no caso adicionar pontos) foi executada
+
+	//Função Awake é chamada antes da função 'Start'
+	private void Awake(){
+
+		//Recebe o LevelManager
+		levelManager = FindObjectOfType(typeof(LevelManager)) as LevelManager;
+
+		//Recebe o Animator do Bau
+		animator = treasure.GetComponent<Animator>();
+	}
+
+	void Update(){
+		//Verifica se a animação já terminou e se a função de terminar ainda não foi chamada
+		//Isso porque só queremos executar a função 'Finish()' uma vez
+		if(!hasFinished && AnimationHasEnded()){
+			Finish();
+		}
+	}
+
+	//Ativa ou Desativa o baú de tesouro
+	public void SetMap(bool set){
+		treasure.SetActive(set);
+	}
+
+	//Função publica que pode ser usada de fora da classe, inicia a animação
+	public void TreasureFound(){
+		animator.SetTrigger("Play");
+	}
+
+	//Função que retorna true se a animação terminou
+	private bool AnimationHasEnded(){
+		//Se a animação que esta "rodando" for a mesma animação que queremos (ou pelo menos tem o mesmo nome)
+		//E ela ja chegou no final
+		//O retorno da função será 'true'
+		return ((animator.GetCurrentAnimatorStateInfo(0).IsName(animationName)) && (animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1));
+	//O Manual da Unity explica bem como funciona essas funções do Animator, caso ainda haja duvidas
+	}
+
+	//Função para finalizar
+	private void Finish(){
+		//Coloca 'hasFinished' como 'true' para dizer que a função ja foi chamada uma vez e não precisa ser chamada de novo 
+		hasFinished = true;
+
+		//Se houver algum LevelManager na cena, então chamamos a função de adicinar pontos
+		if(levelManager != null){
+			levelManager.AddPoint();
+		}
+		else{
+			Debug.LogWarning("Level Manager script had to be attached to an object");
+		}
+	}
+}
diff --git a/JAPA/Assets/Scripts/Tesouro/Map.cs.meta b/JAPA/Assets/Scripts/Tesouro/Map.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..c671c8ad099c386011f34cb836d0fb8476f3c5bc
--- /dev/null
+++ b/JAPA/Assets/Scripts/Tesouro/Map.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 60598aeb7ae124a069d3c6dc66b21de8
+timeCreated: 1561379560
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/JAPA/Assets/Scripts/Tesouro/Miniature.cs b/JAPA/Assets/Scripts/Tesouro/Miniature.cs
new file mode 100644
index 0000000000000000000000000000000000000000..d61b5ee5389a65f202e7d1897216a4fb26350d77
--- /dev/null
+++ b/JAPA/Assets/Scripts/Tesouro/Miniature.cs
@@ -0,0 +1,25 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Miniature : MonoBehaviour {
+
+	[SerializeField] private GameObject treasureMap;//Armazena a Imagem com bau da miniatura
+
+	[SerializeField] private bool hasTreasure;//Usamos para dizer se a miniatura tem o bau escondido ou não
+	
+	//Função publica para mudarmos o valor de 'hasTreasure' de acordo com o parâmetro 'set'
+	public void SetTreasure(bool set){
+		hasTreasure = set;
+	}
+
+	//Função publica que retorna se o miniatura tem ou não um bau escondido ('hasTreasure')
+	public bool GetTreasure(){
+		return hasTreasure;
+	}
+
+	//Função que retorna o objeto com a Imagem da miniatura de acordo com o valor de 'hasTreasure'
+	public GameObject GetMap(){
+		return treasureMap;
+	}
+}
diff --git a/JAPA/Assets/Scripts/Tesouro/Miniature.cs.meta b/JAPA/Assets/Scripts/Tesouro/Miniature.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..f3d0c6d057d0591471be240b8088031a780e1f9e
--- /dev/null
+++ b/JAPA/Assets/Scripts/Tesouro/Miniature.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 7e5d8aa03d9c44c07864bd3b2f003419
+timeCreated: 1560780846
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/JAPA/Assets/Scripts/Tesouro/PinchZoom.cs b/JAPA/Assets/Scripts/Tesouro/PinchZoom.cs
new file mode 100644
index 0000000000000000000000000000000000000000..2f7d5d674574dfcb6650dd2985502fae2c24adf4
--- /dev/null
+++ b/JAPA/Assets/Scripts/Tesouro/PinchZoom.cs
@@ -0,0 +1,249 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PinchZoom : MonoBehaviour {
+
+	public GameObject canvas; //Armazena o Canvas
+	public GameObject holder; //Objeto pai ou root de todas as miniaturas
+	public Transform[] miniatures; //Vetor com as miniaturas
+	public float zoomSpeed; //Velocidade base que as miniaturas aumentam e diminuem
+	public float divZoomIn; //Valor usado para normalizar a velocidade que as miniaturas aumentam
+	public float backToMiniatureDelay; //Tempo minimo para volta da Imagem para as miniaturas
+	public float miniatureMaxScale; //Tamanho máximo que a Miniatura terá antes de trocar para a Imagem
+
+	private Transform currentMiniature; //Armazena a miniatura da vez (que está sendo aumentada)
+	private Vector3 defaultScale; //Armazena o tamanho inicial da Miniatura
+	private float defaultScaleSqrMag; //Armazena a magnitude ao quadrado (para fins de comparação) inicial do vetor de escala da Miniatura
+	private GameObject map; //Armazena a Imagem que está aberta
+	private float lastChange; // Armazena quando a Imagem foi aberta por último
+	private Miniature miniatureScript; //Armazena o script da miniatura para usarmos as funções
+
+
+	void Start () {
+
+		//Se o canvas não for atribuido no painel Inspector (se o valor for vazio), 'canvas' recebe o objeto com o nome "Canvas"
+		if(canvas == null){
+			canvas = GameObject.Find("Canvas");
+		}
+
+		//Armazena os valores iniciais do tamanho
+		defaultScale = miniatures[0].localScale;
+
+		//Usaremos uma variável para armazenar a magnitude ao quadrado. Isso é mais rápido que usar a função ".Magnitude" todo frame, por conta de desempenho da função raiz quadrada usada no cálculo da magnitude
+		defaultScaleSqrMag = defaultScale.sqrMagnitude;
+
+		//Como a magnitude do tamanho está ao quadrado, usaremos o valor máximo ao quadrado também
+		miniatureMaxScale *= miniatureMaxScale;
+
+		//coloca um valor em 'lasChange' para que quando ocorra a primeira comparação com 'lastChange' a variável tenha um valor definido
+		lastChange = Time.time;
+	}
+	
+	// Usaremos aqui o FixedUpdate pois é o mais apropriado para fazer várias contas a todo momento sem comprometer o desempenho. Caso haja dúvida quanto ao funcionamento da FixedUpdate recomendo procurar nos manuais da Unity
+	void FixedUpdate () {
+
+		//Para o movimento de pinça é preciso ter dois dedos tocando a tela ao mesmo tempo
+		if(Input.touchCount == 2){
+
+			//Armazena as informações dos toques em variáveis temporárias
+			Touch touchZero = Input.GetTouch(0); 
+			Touch touchOne = Input.GetTouch(1);
+
+			//Se ainda não tem nenhuma miniatura, então usamos a função 'GetMiniature' para pegar a miniatura correspondente as duas posições do toque
+			if(currentMiniature == null){
+				currentMiniature = GetMiniature(touchZero.position, touchOne.position);
+			}
+
+			//Pegamos a posição atual (position) de cada toque menos a variação da posição (deltaPosition) para saber a posição anterior dos toques
+			Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;
+			Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;
+
+			//Pegamos a diferença entre o touchZero e o touchOne para saber a distância entre eles. Como esses valores são vetores, pegamos a magnitude do vetor para ter um valor escalar usado na comparação
+			//Estamos usando 'sqrMagnitude' ao invés de 'magnitude', pois a função 'magnitude' usa raiz quadrada, que é uma função um tanto quanto lenta. Para uma comparação simples, se os dois valores estiverem elevado ao quadrado não há diferença logica 
+			float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).sqrMagnitude;
+			float touchDeltaMag = (touchZero.position - touchOne.position).sqrMagnitude;
+			
+
+			if(currentMiniature != null){
+				//Se a distancia anterior entre os toques for menor que a distancia atual, quer dizer que o usuário esta fazendo movimento para aumentar
+				//Usamos o holder como um controle. Se ele estiver ativado, então as miniaturas também estão
+				if((prevTouchDeltaMag < touchDeltaMag) && holder.activeSelf){
+				
+					//Aumentaremos o tamanho da miniatura  até que ela seja maior ou igual ao tamnho máximo
+					if(currentMiniature.localScale.sqrMagnitude < miniatureMaxScale){
+
+						//'temp' é uma variável temporária que terá um valor maior quanto maior a distância entre o toque anterior e o atual
+						//Fazemos isso para aumentar o tamanho da miniatura mais rápido se o usuário fizer o movimento de pinça mais rapidamente
+						//Dividimos o valor da diferença por 'divZoomIn' para normalizar 'temp' (Se adicionamarmos 'temp' sem dividir por um número grande a miniatura aumentará MUITO rápido)
+						float temp = (Mathf.Sqrt(touchDeltaMag) - Mathf.Sqrt(prevTouchDeltaMag))/divZoomIn;
+						currentMiniature.localScale += new Vector3 (zoomSpeed + temp, zoomSpeed + temp, 0.0f);
+					}
+					//Se a miniatura chegar no tamanho máximo então mudamos para a Imagem usando a função 'ChangeToBigSize'
+					else{
+						ChangeToBigSize(currentMiniature.gameObject);
+					}	
+				}
+				//Se a distancia entre os toques anteriores for maior que a atual, quer dizer que o usuário está fazendo o movimento para diminuir
+				else if(prevTouchDeltaMag > touchDeltaMag){
+
+					//Se o holder das miniaturas estiver ativo, quer dizer que estamos na tela de miniaturas e não na tela da Imagem
+					if(holder.activeSelf){
+
+						//Se a miniatura não pode ter um valor menor que o inicial
+						if(currentMiniature.localScale.sqrMagnitude < defaultScaleSqrMag){
+							currentMiniature.localScale = defaultScale;
+						}
+
+						//Diminuímos o tamanho da miniatura
+						else if(currentMiniature.localScale.sqrMagnitude > defaultScaleSqrMag){
+							currentMiniature.localScale -= new Vector3 (zoomSpeed, zoomSpeed, 0.0f);
+						}
+					}
+				}
+			}
+
+			//Se 'currentMiniature' é null e o usuário faz o movimento para diminuir, quer dizer que ele está na tela de Imagem e quer voltar para a tela de miniatura
+			else{
+				if(prevTouchDeltaMag > touchDeltaMag){
+					BackToMiniatureTimed(Time.time);
+				}
+			}
+		}
+		//Se não houve a quantidade certa de toques (2), atribuimos 'currentMiniature' como null para impedir que ela seja usada por outra parte do programa
+		else{
+			currentMiniature = null;
+		}
+
+		//Esse for serve para garantir que todas as miniaturas estão do tamanho certo
+		for (int i = 0; i < miniatures.Length; i++){
+			if(miniatures[i].localScale.sqrMagnitude > defaultScaleSqrMag){
+				miniatures[i].localScale -= new Vector3 (zoomSpeed, zoomSpeed, 0.0f);
+			}
+			else if(miniatures[i].localScale.sqrMagnitude < defaultScaleSqrMag){
+				miniatures[i].localScale = defaultScale;
+			}
+		}
+	}
+
+
+	//Função usada para detectar se os dois toques estão dentro do mesmo 'Collider2D', retornando o 'Transform' desse collider
+	private Transform GetMiniature(Vector2 posZero, Vector2 posOne){ //Recebe duas posições
+		
+		//Usamos a função OverlapPoint para armazenar o collider que estiver nas posições informadas
+		Collider2D hitZero = Physics2D.OverlapPoint(posZero);
+		Collider2D hitOne = Physics2D.OverlapPoint(posOne);
+
+		//Verifica se nas duas posições há algum collider
+		if((hitZero != null) && (hitOne != null)){
+			//Verifica se os dois collider são iguais, ou seja, as duas posições estão dentro do mesmo collider
+			if(hitZero.gameObject == hitOne.gameObject){
+				//Retorna o 'Transform' do collider
+				return hitZero.transform;
+			}
+		}
+		//Caso nenhuma verificação for verdadeira, a função retorna null
+		return null;
+	}
+
+	//Função usada para mostrar a imagem de determinada miniatura
+	private void ChangeToBigSize(GameObject miniature){//Cada minitura armazena a sua própria Imagem, por isso passamos ela como parâmetro
+		
+		//Pega o script 'Miniature' para conseguirmos acessar a Imagem
+		miniatureScript = miniature.GetComponent<Miniature>();
+
+		if(miniatureScript == null){
+			Debug.LogError("Game Object must have a 'Miniature' script to work ", miniature);
+		}
+		else{
+			//Desativar o holder desativa todas as miniaturas
+			holder.SetActive(false);
+
+			//Pegamos a Imagem usando a função 'GetMap' para instacia-la no meio da tela
+			map = Instantiate(miniatureScript.GetMap(), Vector3.zero, Quaternion.identity, canvas.transform);
+			map.transform.localPosition = Vector3.zero;
+			map.GetComponent<Map>().SetMap(miniatureScript.GetTreasure());
+
+			//Armazenamos o tempo da ultima modificação em 'lastChange' para sabermos por quanto a Imagem ficou ativa
+			lastChange = Time.time;
+		}
+	}
+
+	//Desativa a Imagem e volta para a tela de miniaturas
+	private void BackToMiniatureTimed(float currentTime){
+		
+		//Se a Imagem ficou tempo suficiente podemos destrui-la e ativar as miniaturas de novo
+		if((currentTime - lastChange) >= backToMiniatureDelay){
+			Destroy(map);
+			holder.SetActive(true);
+		}
+	}
+
+	//Desativa a Imagem sem levar em conta o tempo que ela ficou ativa
+	public void BackToMiniature(bool hasTreasure){
+		if(!holder.activeSelf){
+			Destroy(map);
+			holder.SetActive(true);
+			if(hasTreasure){
+				miniatureScript.SetTreasure(false);
+			}
+		}
+	}
+
+	//Reseta todas as miniaturas (Deixa elas ativadas e tira todos os pontos)
+	public void ClearMiniatures(){
+		for(int i = 0; i < miniatures.Length; i ++){
+			miniatures[i].gameObject.SetActive(true);
+			miniatures[i].GetComponent<Miniature>().SetTreasure(false);
+		}
+	}
+
+	//Função para alinhar as miniaturas de acordo com os parâmetros passados, e retorna a quantidade de miniaturas ativas
+	public int AlignMiniatures(int line, int column, Vector2 offset){
+
+		//Se o valor de linha ou coluna for 0 quer dizer que não existe linha ou coluna(?), também temos que evitar acessar uma posição que não existe no vetor 'miniatures[]'
+		//Por isso fazemos essas verificações antes de começar a alinhar
+		if(((line * column) == 0) || (( line * column) > miniatures.Length)){
+			Debug.LogError("The given values can not be align by function");
+			return 0;
+		}
+		else{
+
+			RectTransform parent = miniatures[0].parent.GetComponent<RectTransform>();
+			
+			//A conta para alinhar as miniaturas é um pouco complicada, mas o importante é saber que 'line' e 'column' é a quantidade de miniaturas no eixo x e eixo y, e 'offset' é o valor para ajustar a distancia entre elas
+			//Se ainda ficar com duvida quanto ao porquê desse trambolho ou como ele funciona, fazer os passos desenhando no papel ajuda :D
+			for(int i = 0; i < line; i++){
+				for(int j = 0; j < column; j++){
+					int count = i * column + j;
+					float x = (((parent.rect.width + offset.x) / (line + 1)) * (i + 1)) - ((parent.rect.width + offset.x)/2.0f);
+					float y = (((parent.rect.height + offset.y) / (column + 1)) * (j + 1)) - ((parent.rect.height + offset.y)/2.0f);
+					miniatures[count].localPosition = new Vector3( x, y, miniatures[count].localPosition.z);
+				}
+			}
+		}
+
+		//Retorna a quantidade de miniaturas alinhadas
+		return line * column;
+	}
+
+	//Inicializa todas as miniaturas
+	public void InicializeMiniatures(Vector2 alignment, Vector2 offset){
+
+		//Reseta
+		ClearMiniatures();
+
+		//Alinha
+		int miniatureNum = AlignMiniatures((int)alignment.x,(int)alignment.y,offset);
+
+		//Uma miniatura entre as que estão ativas terá o tesouro
+		//Aqui selecionamos uma miniatura aleatória para ter o tesouro
+		int rand  = (int)Mathf.Round(Random.Range(0,miniatureNum - 1));
+		miniatures[rand].GetComponent<Miniature>().SetTreasure(true);
+
+		//As outras miniaturas são desativadas
+		for(int i = miniatureNum; i < miniatures.Length; i ++){
+			miniatures[i].gameObject.SetActive(false);
+		}
+	}
+}
\ No newline at end of file
diff --git a/JAPA/Assets/Scripts/Tesouro/PinchZoom.cs.meta b/JAPA/Assets/Scripts/Tesouro/PinchZoom.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..fab95689504b66663f49d2e34ae09675266b6f7f
--- /dev/null
+++ b/JAPA/Assets/Scripts/Tesouro/PinchZoom.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 771223f5d1ca747fea817c8fb3780c13
+timeCreated: 1559755253
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/JAPA/Assets/Scripts/Tesouro/TesouroTimer.cs b/JAPA/Assets/Scripts/Tesouro/TesouroTimer.cs
new file mode 100644
index 0000000000000000000000000000000000000000..e688a673b09ebe95142c81824e12bf81c17ddaa7
--- /dev/null
+++ b/JAPA/Assets/Scripts/Tesouro/TesouroTimer.cs
@@ -0,0 +1,38 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.SceneManagement;
+ 
+ public class TesouroTimer : MonoBehaviour
+ {
+    public float timeLeft = 20;//Tempo restante
+    //public Text TextTiming;//Texto 
+    public Text textTimeCounter;//Contador do tempo
+
+    private LevelManager levelManager;//Referência para usarmos o script 'LevelManager'
+    private bool gameOver = false;//Variável de controle
+
+    void Start(){
+        //Procucuramos o objeto que contém o 'LevelManager' e atribuimos o script à variável 'levelManager'
+        levelManager = FindObjectOfType(typeof(LevelManager)) as LevelManager;
+    }
+
+	void Update(){
+
+		if(timeLeft > 1){
+
+			// Aqui ele vai decrementando o tempo restante (quanto tempo passou entre os frames)
+			timeLeft -= Time.deltaTime;
+
+			// Aqui ele converte nosso tempo em texto, esse parâmetro "0" indica que não queremos casas decimais
+			textTimeCounter.text = timeLeft.ToString("0");
+		}
+		else if (!gameOver){//Se a função ainda não foi chamada
+			//Se o tempo restante for menor que 1, então vai para o Game Over
+			levelManager.End(false);
+            //atribuimos valor verdadeiro para 'gameOver' para não chamar a função 'Lose()' novamente
+            gameOver = true;
+		}
+    }
+ }
\ No newline at end of file
diff --git a/JAPA/Assets/Scripts/Tesouro/TesouroTimer.cs.meta b/JAPA/Assets/Scripts/Tesouro/TesouroTimer.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..3db42d28c5601fb5dbda665dd1ec11dd9e97e235
--- /dev/null
+++ b/JAPA/Assets/Scripts/Tesouro/TesouroTimer.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: aaddccaa000bf4672a7523caf4d5c81e
+timeCreated: 1512999534
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/JAPA/Assets/Scripts/Tesouro/Tutorial.cs b/JAPA/Assets/Scripts/Tesouro/Tutorial.cs
new file mode 100644
index 0000000000000000000000000000000000000000..93e954e61e9a11bac286598fe5d40a19a933725d
--- /dev/null
+++ b/JAPA/Assets/Scripts/Tesouro/Tutorial.cs
@@ -0,0 +1,63 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.SceneManagement;
+
+public class Tutorial : MonoBehaviour {
+
+    public string sceneName;//Nome da cena que será carregada em seguida
+
+    public Text textHolder;//Objeto de texto que exibe as falas do personagem
+    [TextArea]public string[] falas;//Armazena as falas que o capitão terá antes de passar para a próxima fase
+    public Animator animationHolder;//Objeto com o componente 'Animator'
+    public string animationName;//Animação que será iniciada
+    public int animCounter;//Valor de quando devemos mudar a animação
+
+    private int actionCounter = 0;//variável auxiliar para percorrer o vetor de falas 'falas[]'
+    private int maxAction;//Numero de falas
+
+    void Awake(){
+        //GameManager.GetInstance().ShortOrientation("portrait","only"); --> Usaremos isso quando o GameManager estiver implementado
+		//Enquanto não está, usaremos isso para restringir a rotação da tela:
+		Screen.autorotateToPortrait = false;
+		Screen.autorotateToPortraitUpsideDown = false;
+		Screen.autorotateToLandscapeLeft = true;
+		Screen.autorotateToLandscapeRight = true;
+		Screen.orientation = ScreenOrientation.AutoRotation;
+    }
+
+    void Start(){
+        //Numero de falas é o tamanho do vetor de falas
+        maxAction = falas.Length;
+
+        //Atribui a primeira fala para o objeto com texto
+        textHolder.text = falas[0];
+    }
+
+    //Função publica que passa para a próxima ação
+    public void NextAction(){
+
+        actionCounter ++;
+        
+        //Se o numero de ações for igual ao passado no painel 'Inspector' para iniciar a animação
+        if((actionCounter == animCounter) && (animationName != null)){
+            //Então iniciamos a animação com o nome dentro de 'animationName'
+            animationHolder.Play(animationName);
+        }
+        //Se o numero de ações exceder o tamanho do vetor de falas
+        else if(actionCounter >= maxAction){
+            //Então vamos para a próxima cena
+            NextScene(sceneName);
+        }
+        else{
+            //Se for menor então atribuimos a nova fala a objeto de texto
+            textHolder.text = falas[actionCounter];
+        }
+    }
+    public void NextScene(string name){//Passa para a próxima cena com o nome do parâmetro
+    
+        //GameManager.GetInstance().ChangeScene(name); --> Usaremos isso quando o GameManager estiver implementado
+        SceneManager.LoadScene(name);
+    }
+}
diff --git a/JAPA/Assets/Scripts/Tesouro/Tutorial.cs.meta b/JAPA/Assets/Scripts/Tesouro/Tutorial.cs.meta
new file mode 100644
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diff --git a/JAPA/JAPA.sln b/JAPA/JAPA.sln
index f3eeb699b67ca18febc9e89dccee8f2f5ed57e8d..03a79698988126924ca3a78265c2649b360357ee 100644
--- a/JAPA/JAPA.sln
+++ b/JAPA/JAPA.sln
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-
 Microsoft Visual Studio Solution File, Format Version 11.00
-# Visual Studio 2010
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "JAPA", "Assembly-CSharp.csproj", "{8D19D198-E2E5-FA2E-1F83-8058DAB13F92}"
+# Visual Studio 2008
+
+Project("{15DD168B-4508-15A2-AD5D-5A1BDACBA9F4}") = "JAPA", "Assembly-CSharp.csproj", "{8D19D198-E2E5-FA2E-1F83-8058DAB13F92}"
 EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
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diff --git a/JAPA/Library/LastSceneManagerSetup.txt b/JAPA/Library/LastSceneManagerSetup.txt
index 9282092f3cdce8f0216a477feaf15f1c78674208..723122a53dc13b1a096c37ae8439b56e39925ccb 100644
--- a/JAPA/Library/LastSceneManagerSetup.txt
+++ b/JAPA/Library/LastSceneManagerSetup.txt
@@ -1,4 +1,4 @@
 sceneSetups:
-- path: Assets/Scenes/MoveBarco.unity
+- path: Assets/Scenes/MainMenu.unity
   isLoaded: 1
   isActive: 1
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--- a/JAPA/Library/ScriptAssemblies/BuiltinAssemblies.stamp
+++ b/JAPA/Library/ScriptAssemblies/BuiltinAssemblies.stamp
@@ -1,2 +1,2 @@
-0000.58908c0f.0000
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+0000.583870b1.0000
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diff --git a/JAPA/Library/metadata/fe/fea1a26507e8d4de4a37612b718c7cf8 b/JAPA/Library/metadata/fe/fea1a26507e8d4de4a37612b718c7cf8
new file mode 100644
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diff --git a/JAPA/Library/metadata/fe/fea1a26507e8d4de4a37612b718c7cf8.info b/JAPA/Library/metadata/fe/fea1a26507e8d4de4a37612b718c7cf8.info
new file mode 100644
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Binary files /dev/null and b/JAPA/Library/metadata/fe/fea1a26507e8d4de4a37612b718c7cf8.info differ
diff --git a/JAPA/ProjectSettings/EditorBuildSettings.asset b/JAPA/ProjectSettings/EditorBuildSettings.asset
index ec66ea25b76fb69ba1f45ae240a82fd42710026b..8f0986be3e67094184f58ab7e40248b52f13601e 100644
Binary files a/JAPA/ProjectSettings/EditorBuildSettings.asset and b/JAPA/ProjectSettings/EditorBuildSettings.asset differ
diff --git a/JAPA/ProjectSettings/ProjectVersion.txt b/JAPA/ProjectSettings/ProjectVersion.txt
index fa762c82a205e9511ca69a7d21e11d2dca745777..4722c52bcb17e2485c4af04b65d8a11591d057e6 100644
--- a/JAPA/ProjectSettings/ProjectVersion.txt
+++ b/JAPA/ProjectSettings/ProjectVersion.txt
@@ -1 +1 @@
-m_EditorVersion: 5.5.1xf1Linux
+m_EditorVersion: 5.5.0xf3Linux