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  - Header: Launch Scene
    Description: This scene loads on game launch and loads PSOs required for the
      North Star experience generated from Unity's internal cache (this removes hitching
      caused by runtime generation on all shader variants).
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  - Header: Beat 1
    Description: 'A scene that handles all game logic for Beat 1.


      Beat 1
      commences with the player adrift, castaway in the middle of the ocean on a
      piece of debris. They can ring the bell to start the adventure, and use the
      available Spyglass to pierce the surrounding fog and witness an approaching
      vessel.


      The Polaris emerges from the fog, her crew spotting the player
      and rescuing them from their peril.'
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  - Header: Beat 1 Game Flow Manager
    Description: Automatically progresses the narrative based on where it is in larger
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  - Header: Beat 1 Environment Manager
    Description: Where the environment and ocean logic is driven.
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  - Header: Beat 2
    Description: "A scene that handles all game logic for Beat 2.\n\nBeat 2 starts
      with the player awakening in the Captain's Cabin onboard the Polaris. They
      learn to teleport and are able to pick up and interact with items on the table
      as the Captain, Bessie, enters and greets the player. Following her out onto
      the main deck, it's revealed the crew have arrived at an island and are currently
      docked. \r\n\r\nThe player is offered to join as the ship's new deckhand and
      is put through a series of tests to prove they can join the crew. Along the
      way they meet Audrey (ship Engineer) and Thomas (Navigator). They learn how
      to set sail and take the helm to commence the adventure."
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  - Header: Beat 2 Game Flow Manager
    Description: Automatically progresses the narrative based on where it is in larger
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  - Header: Beat 2 Environment Manager
    Description: Where the environment and ocean logic is driven.
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  - Header: Beat 3 and Beat 4
    Description: "A scene that handles all game logic for Beats 3 and 4. \n\nTo manage
      performance overhead, and given both Beats take place in a similar environment,
      Beat 3 and Beat 4 were combined into a single scene.\n\nDuring Beat 3 the Polaris
      is out in open ocean once again. The player learns to re-angle the sails while
      getting to know their fellow crew members. A large wave knocks cargo overboard,
      and Audrey teaches the player how to use the Harpoon to retrieve crates from
      the ocean.\n\nTo start Beat 4, looking through the spyglass reveals an approaching
      storm. The player helps tie down and secure the cargo before the storm hits!
      The player is assailed by beating rain, heavy waves and flashing lightning
      as they retreat to the safty of the cabin.\r"
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  - Header: Beat 3 and 4 Game Flow Manager
    Description: Automatically progresses the narrative based on where it is in larger
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    Description: Where the environment and ocean logic is driven.
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  - Header: Beat 5
    Description: "A scene that handles all game logic for Beat 5. \n\nWhen the storm
      eases, the crew leave the cabin to inspect the damage to the Polaris. The ship
      is knocked and Thomas is thrown overboard. When the player throws him a life
      buoy, a giant tentacle hoists him in the air. The Kraken has emerged. The player
      must use the harpoon to defend the ship from the tentacles, before working
      with Audrey to reveal the beast's head and finally drive him off.\r"
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  - Header: Beat 5 Game Flow Manager
    Description: Automatically progresses the narrative based on where it is in larger
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  - Header: Beat 5 Environment Manager
    Description: Where the environment and ocean logic is driven.
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  - Header: Beat 6
    Description: "A scene that handles all game logic for Beat 6.\n\nThomas scrambles
      back onboard safely. Bessie reveals that they have arrived at their destination,
      based on the player's hand turning completely silver. Togehter with Audrey
      they turn two cranks to lift a heavy diving bell onto the deck. The player
      enters and is dropped into the ocean to seek the treasure below.\r"
    Reference:
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  - Header: Beat 6 Game Flow Manager
    Description: Automatically progresses the narrative based on where it is in larger
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  - Header: Beat 6 Environment Manager
    Description: Where the environment and ocean logic is driven.
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  - Header: Beat 7
    Description: "A scene that handles all game logic for Beat 7.\n\nThe player pulls
      the lever to descend through the depths of the ocean in the diving bell, witnessing
      the marvels that lay in wait. When they step out of the diving bell, they can
      use their hands to gesture towards the waiting shimmering orb, drawing it towards
      them, and witness the conclusion of the adventure.\r"
    Reference:
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  - Header: Beat 7 Game Flow Manager
    Description: Automatically progresses the narrative based on where it is in larger
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  - Header: Beat 7 Environment Manager
    Description: Where the environment and ocean logic is driven.
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  - Header: Free Sailing Scene
    Description: A scene to freeplay with the sailing mechanics (accessibile in-game
      from the pause menu).
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