diff --git a/Assets/Scripts/Player/PlayerGold.cs b/Assets/Scripts/Player/PlayerGold.cs
index ba4b444dc51983c8ecdffa26a2ae5962a149c280..8b759ed2a362595159a09e856019a365fea7c841 100644
--- a/Assets/Scripts/Player/PlayerGold.cs
+++ b/Assets/Scripts/Player/PlayerGold.cs
@@ -7,6 +7,8 @@ namespace Nightmare
         public int startingGold = 100;
         public int currentGold;
 
+        public bool isMotherlode = false;
+
         void Awake()
         {
             currentGold = startingGold;
@@ -29,6 +31,7 @@ namespace Nightmare
 
         public void CheatMotherlode()
         {
+            isMotherlode = true;
             currentGold = int.MaxValue;
         }
     }
diff --git a/Assets/Scripts/Player/PlayerHealth.cs b/Assets/Scripts/Player/PlayerHealth.cs
index 3eb82ac101f2b731d46fba0f6ad1ebb4020abf96..587ffedeba46840ad557213c3fdd8447f358d23b 100644
--- a/Assets/Scripts/Player/PlayerHealth.cs
+++ b/Assets/Scripts/Player/PlayerHealth.cs
@@ -60,7 +60,7 @@ namespace Nightmare
                 // ... transition the colour back to clear.
                 damageImage.color = Color.Lerp(damageImage.color, Color.clear, flashSpeed * Time.deltaTime);
             }
-
+            
             // Reset the damaged flag.
             damaged = false;
         }
@@ -116,7 +116,7 @@ namespace Nightmare
             EventManager.TriggerEvent("GameOver");
         }
 
-        private void CheatNoDamage()
+        public void CheatNoDamage()
         {
             godMode = true;
             currentHealth = int.MaxValue;
diff --git a/Assets/Scripts/Player/PlayerMovement.cs b/Assets/Scripts/Player/PlayerMovement.cs
index 30e91f45e1688d68735cb12ec94ac1cdbfec6877..1328542fa49c35b8c97756f80e23fb7a59f476bf 100644
--- a/Assets/Scripts/Player/PlayerMovement.cs
+++ b/Assets/Scripts/Player/PlayerMovement.cs
@@ -14,7 +14,7 @@ namespace Nightmare
 #if !MOBILE_INPUT
         int floorMask;                      // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
         float camRayLength = 100f;          // The length of the ray from the camera into the scene.
-        bool isDoubleSpeed = false;
+        public bool isDoubleSpeed = false;
 #endif
 
         void Awake ()
@@ -124,7 +124,7 @@ namespace Nightmare
             anim.SetBool ("IsWalking", walking);
         }
 
-        private void CheatDoubleSpeed()
+        public void CheatDoubleSpeed()
         {
             isDoubleSpeed = true;
             speed = speed * 2;
diff --git a/Assets/Scripts/Player/PlayerShooting.cs b/Assets/Scripts/Player/PlayerShooting.cs
index d5ddc786140c0a15018619355241c3af8af32083..40b0743b80c8006a5d42c596751cf8e036342ed6 100644
--- a/Assets/Scripts/Player/PlayerShooting.cs
+++ b/Assets/Scripts/Player/PlayerShooting.cs
@@ -14,7 +14,7 @@ namespace Nightmare
         public float grenadeSpeed = 200f;
         public float grenadeFireDelay = 0.5f;
 
-        bool isOneHitKill = false;
+        public bool isOneHitKill = false;
 
         float timer;
         Ray shootRay = new Ray();
@@ -190,35 +190,29 @@ namespace Nightmare
             //grenadeClone.Shoot(grenadeSpeed * transform.forward);
         }
 
-        private void CheatOneHitKill()
+        public void CheatOneHitKill()
         {
             isOneHitKill = true;
             damagePerShot = 9999;
         }
 
 
-        private void CheatPetFullHP()
-        {
-            // Pulihkan kesehatan pet ke penuh
-            // Misalnya:
-            // petHealth.RestoreHealth();
-        }
 
-        private void CheatKillPet()
+        public void CheatKillPet()
         {
             // Bunuh pet
             // Misalnya:
             // petHealth.TakeDamage(petHealth.CurrentHealth());
         }
 
-        private void CheatOrb()
+        public void CheatOrb()
         {
             // Hasilkan orb
             // Misalnya:
             // orbSpawner.SpawnOrb();
         }
 
-        private void CheatSkipLevel()
+        public void CheatSkipLevel()
         {
             // Loncati level saat ini
             // Misalnya: