diff --git a/IF3210-2024-Unity-AFK/Assets/Audio/Sound/background_horror.mp3 b/IF3210-2024-Unity-AFK/Assets/Audio/Sound/background_horror.mp3
new file mode 100644
index 0000000000000000000000000000000000000000..fb90c7d3cb266acdd848f982b075e15f19fa3d9a
--- /dev/null
+++ b/IF3210-2024-Unity-AFK/Assets/Audio/Sound/background_horror.mp3
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:c129a21521f2e0212b847cb880547f28d96d30af8d2aa8b19387ba326fff603c
+size 2498560
diff --git a/IF3210-2024-Unity-AFK/Assets/Audio/Sound/background_horror.mp3.meta b/IF3210-2024-Unity-AFK/Assets/Audio/Sound/background_horror.mp3.meta
new file mode 100644
index 0000000000000000000000000000000000000000..ce53d2bcfa6132a07d25f433d6f9cced62d5ac54
--- /dev/null
+++ b/IF3210-2024-Unity-AFK/Assets/Audio/Sound/background_horror.mp3.meta
@@ -0,0 +1,23 @@
+fileFormatVersion: 2
+guid: ea2d51c544565a141b2077540e1b5697
+AudioImporter:
+  externalObjects: {}
+  serializedVersion: 7
+  defaultSettings:
+    serializedVersion: 2
+    loadType: 0
+    sampleRateSetting: 0
+    sampleRateOverride: 44100
+    compressionFormat: 1
+    quality: 1
+    conversionMode: 0
+    preloadAudioData: 0
+  platformSettingOverrides: {}
+  forceToMono: 0
+  normalize: 1
+  loadInBackground: 0
+  ambisonic: 0
+  3D: 1
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/IF3210-2024-Unity-AFK/Assets/Audio/Sound/possessed_laugh.mp3 b/IF3210-2024-Unity-AFK/Assets/Audio/Sound/possessed_laugh.mp3
new file mode 100644
index 0000000000000000000000000000000000000000..499ae2871e0c85ce397571528ed6282ae09dcfdc
--- /dev/null
+++ b/IF3210-2024-Unity-AFK/Assets/Audio/Sound/possessed_laugh.mp3
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:fb196fcd5b4be7e393cd7b8c321030fbc30792528059928c56861506491ad4e6
+size 97440
diff --git a/IF3210-2024-Unity-AFK/Assets/Audio/Sound/possessed_laugh.mp3.meta b/IF3210-2024-Unity-AFK/Assets/Audio/Sound/possessed_laugh.mp3.meta
new file mode 100644
index 0000000000000000000000000000000000000000..0f7abe4229c39cd6fc4c3f316b415338f89b1f1f
--- /dev/null
+++ b/IF3210-2024-Unity-AFK/Assets/Audio/Sound/possessed_laugh.mp3.meta
@@ -0,0 +1,23 @@
+fileFormatVersion: 2
+guid: 6e56d32c9c87b7e43827cc1e6019cebd
+AudioImporter:
+  externalObjects: {}
+  serializedVersion: 7
+  defaultSettings:
+    serializedVersion: 2
+    loadType: 0
+    sampleRateSetting: 0
+    sampleRateOverride: 44100
+    compressionFormat: 1
+    quality: 1
+    conversionMode: 0
+    preloadAudioData: 0
+  platformSettingOverrides: {}
+  forceToMono: 0
+  normalize: 1
+  loadInBackground: 0
+  ambisonic: 0
+  3D: 1
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/IF3210-2024-Unity-AFK/Assets/Audio/Sound/screech.mp3 b/IF3210-2024-Unity-AFK/Assets/Audio/Sound/screech.mp3
new file mode 100644
index 0000000000000000000000000000000000000000..e0d93db1448e2a9526231c06aa919f66b5dbb61f
--- /dev/null
+++ b/IF3210-2024-Unity-AFK/Assets/Audio/Sound/screech.mp3
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:41cb0611a603a6c2db5ba6fe985f237febc0a1e257783456edb3f6cffd7ed0e5
+size 302400
diff --git a/IF3210-2024-Unity-AFK/Assets/Audio/Sound/screech.mp3.meta b/IF3210-2024-Unity-AFK/Assets/Audio/Sound/screech.mp3.meta
new file mode 100644
index 0000000000000000000000000000000000000000..7f8a54ab971ec7a881079ffba557e32ab97fda5c
--- /dev/null
+++ b/IF3210-2024-Unity-AFK/Assets/Audio/Sound/screech.mp3.meta
@@ -0,0 +1,23 @@
+fileFormatVersion: 2
+guid: 7d0f696c9bca0d844b9cbf0f4227ad01
+AudioImporter:
+  externalObjects: {}
+  serializedVersion: 7
+  defaultSettings:
+    serializedVersion: 2
+    loadType: 0
+    sampleRateSetting: 0
+    sampleRateOverride: 44100
+    compressionFormat: 1
+    quality: 1
+    conversionMode: 0
+    preloadAudioData: 0
+  platformSettingOverrides: {}
+  forceToMono: 0
+  normalize: 1
+  loadInBackground: 0
+  ambisonic: 0
+  3D: 1
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/BaseBehaviour.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/BaseBehaviour.cs
new file mode 100644
index 0000000000000000000000000000000000000000..a925c78867c520aa24c66194157d43275be2dcee
--- /dev/null
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/BaseBehaviour.cs
@@ -0,0 +1,16 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class BaseBehaviour : MonoBehaviour
+{
+
+    protected bool isSpeedCrippled;
+    protected float speedCrippleMultiplier;
+
+    public void adjustCripplingSpeed(bool isCrippled, float speedMultiplier)
+    {
+        isSpeedCrippled = isCrippled;
+        speedCrippleMultiplier = speedMultiplier;
+    }
+}
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/BaseBehaviour.cs.meta b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/BaseBehaviour.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..232dc2143848ee1c36e2b290670f7e5823fa7452
--- /dev/null
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/BaseBehaviour.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 70238c8911501ff41b6e55d55907f8b0
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/BaseWeaponController.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/BaseWeaponController.cs
new file mode 100644
index 0000000000000000000000000000000000000000..1992932c60e81c1199f090809fa0da78ba3cbc22
--- /dev/null
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/BaseWeaponController.cs
@@ -0,0 +1,15 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class BaseWeaponController : MonoBehaviour
+{
+    protected bool isDamageCrippled;
+    protected float damageCrippledMultiplier;
+
+    public void adjustCripplingDamage(bool isCrippled, float damageMultiplier)
+    {
+        isDamageCrippled = isCrippled;
+        damageCrippledMultiplier = damageMultiplier;
+    }
+}
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/BaseWeaponController.cs.meta b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/BaseWeaponController.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..f8486a18f7f384bddaeef0c7a9b851266d5910b2
--- /dev/null
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/BaseWeaponController.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 2a07891f144b83641b2ab05039edc900
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/EnemyController.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/EnemyController.cs
index b0faedce22cc83bbab1f9d43cbee8e584643ebe3..6e33c46ebe8ae942ea1f98d21e670da4d0009c45 100644
--- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/EnemyController.cs
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/EnemyController.cs
@@ -11,6 +11,7 @@ public class EnemyController : MonoBehaviour
     public GameObject EnemyGeneralRef;
     public GameObject EnemyKingRef;
     public GameObject PlayerRef;
+    public Vector3 defaultSpawnPosition = new Vector3(40f, 84f, 10f);
     private Transform PlayerTransform;
     private int kerocoCount = 0;
     private int kepalaKerocoCount = 0;
@@ -31,9 +32,32 @@ public class EnemyController : MonoBehaviour
         StartCoroutine(KingDrop());
     }
 
-    Vector3 RandomPosition()
+    Vector3 RandomPosition(Vector3 owner, int randomRange, Vector3 defaultSpawn)
     {
-        return new Vector3(Random.Range(-25, 25), 0, Random.Range(-25, 25));
+        //// Maybe buggy because can't get terrain height
+        //float xPosMobs = PlayerTransform.position.x + Random.Range(-25, 25);
+        //float zPosMobs = PlayerTransform.position.z + Random.Range(-25, 25);
+        //float yPosMobs = PlayerTransform.position.y + 3;
+
+        // Get a random position near the player
+        Vector3 randomDirection = Random.insideUnitSphere * randomRange;
+        randomDirection += owner;
+
+        // Sample a position on the NavMesh
+        if (NavMesh.SamplePosition(randomDirection, out NavMeshHit hit, randomRange, NavMesh.AllAreas))
+        {
+            Vector3 finalPosition = hit.position;
+
+            // increase the y position to avoid spawning under the terrain and spawn the enemy from little above the ground
+            finalPosition.y += 2.7f;
+            return finalPosition;
+        } 
+        else
+        {
+            // default spawn position
+            return defaultSpawn;
+        }
+
     }
 
     IEnumerator KerocoDrop()
@@ -44,28 +68,10 @@ public class EnemyController : MonoBehaviour
             if (kerocoCount < kerocoCountMax)
             {
                 Debug.Log("Create Keroco");
-
-                // Get a random position near the player
-                Vector3 randomDirection = Random.insideUnitSphere * 25;
-                randomDirection += PlayerTransform.position;
-
-                // Sample a position on the NavMesh
-                if (NavMesh.SamplePosition(randomDirection, out NavMeshHit hit, 25, NavMesh.AllAreas))
-                {
-                    Vector3 finalPosition = hit.position;
-
-                    // increase the y position to avoid spawning under the terrain and spawn the enemy from little above the ground
-                    finalPosition.y += 2.5f;
-
-                    // Spawn the enemy at the sampled position
-                    GameObject newKeroco = Instantiate(EnemyKerocoRef, finalPosition, Quaternion.identity);
-                    newKeroco.SetActive(true);
-                    newKeroco.GetComponent<CombatBehavior>().health = 50;
-                    kerocoCount++;
-                }
-
-
-                // else    maybe make a default spawn position
+                GameObject newKeroco = Instantiate(EnemyKerocoRef, RandomPosition(PlayerTransform.position, 25, defaultSpawnPosition), Quaternion.identity);
+                newKeroco.SetActive(true);
+                newKeroco.GetComponent<CombatBehavior>().health = 50;
+                kerocoCount++;
             }
             yield return new WaitForSeconds(0.1f);
         }
@@ -79,12 +85,7 @@ public class EnemyController : MonoBehaviour
         {
             if (kepalaKerocoCount < kepalaKerocoMax)
             {
-                // Maybe buggy because can't get terrain height
-                float xPosMobs = PlayerTransform.position.x + Random.Range(-25, 25);
-                float zPosMobs = PlayerTransform.position.z + Random.Range(-25, 25);
-                float yPosMobs = PlayerTransform.position.y + 3;
-
-                GameObject newKepalaKeroco = Instantiate(EnemyKepalaKerocoRef, new Vector3(xPosMobs, yPosMobs, zPosMobs), Quaternion.identity);
+                GameObject newKepalaKeroco = Instantiate(EnemyKepalaKerocoRef, RandomPosition(PlayerTransform.position, 25, defaultSpawnPosition), Quaternion.identity);
                 newKepalaKeroco.SetActive(true);
                 newKepalaKeroco.GetComponent<CombatBehavior>().health = 200;
                 kepalaKerocoCount++;
@@ -100,12 +101,7 @@ public class EnemyController : MonoBehaviour
         {
             if (generalCount < generalCountMax)
             {
-                // Maybe buggy because can't get terrain height
-                float xPosMobs = PlayerTransform.position.x + Random.Range(-25, 25);
-                float zPosMobs = PlayerTransform.position.z + Random.Range(-25, 25);
-                float yPosMobs = PlayerTransform.position.y + 3;
-
-                GameObject newGeneral = Instantiate(EnemyGeneralRef, new Vector3(xPosMobs, yPosMobs, zPosMobs), Quaternion.identity);
+                GameObject newGeneral = Instantiate(EnemyGeneralRef, RandomPosition(PlayerTransform.position, 25, defaultSpawnPosition), Quaternion.identity);
                 newGeneral.SetActive(true);
                 newGeneral.GetComponent<CombatBehavior>().health = 500;
                 generalCount++;
@@ -121,12 +117,7 @@ public class EnemyController : MonoBehaviour
         {
             if (kingCount < kingCountMax)
             {
-                // Maybe buggy because can't get terrain height
-                float xPosMobs = PlayerTransform.position.x + Random.Range(-25, 25);
-                float zPosMobs = PlayerTransform.position.z + Random.Range(-25, 25);
-                float yPosMobs = PlayerTransform.position.y + 3;
-
-                GameObject newKing = Instantiate(EnemyKingRef, new Vector3(xPosMobs, yPosMobs, zPosMobs), Quaternion.identity);
+                GameObject newKing = Instantiate(EnemyKingRef, RandomPosition(PlayerTransform.position, 25, defaultSpawnPosition), Quaternion.identity);
                 newKing.SetActive(true);
                 newKing.GetComponent<CombatBehavior>().health = 1000;
                 kingCount++;
@@ -137,11 +128,9 @@ public class EnemyController : MonoBehaviour
 
     public void KerocoDropByOtherMob(Transform ownerTransform)
     {
-        float xPosMobs = ownerTransform.position.x + Random.Range(-5, 5);
-        float zPosMobs = ownerTransform.position.z + Random.Range(-5, 5);
-        float yPosMobs = ownerTransform.position.y + 2;
-
-        GameObject newSlaveKeroco = Instantiate(EnemyKerocoRef, new Vector3(xPosMobs, yPosMobs, zPosMobs), Quaternion.identity);
+        // default spawn is on the front of the owner
+        Vector3 defaultSpawnKeroco = ownerTransform.position + new Vector3(0, 3, 1);
+        GameObject newSlaveKeroco = Instantiate(EnemyKerocoRef, RandomPosition(ownerTransform.position, 5, defaultSpawnKeroco), Quaternion.identity);
         newSlaveKeroco.GetComponent<KerocoBehaviour>().haveOwner = true;
         newSlaveKeroco.SetActive(true);
         newSlaveKeroco.GetComponent<CombatBehavior>().health = 50;
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/FPSController.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/FPSController.cs
index 9fe5511fad0acde7784d4cbf59c9b1c4d0bcd465..9a78b763746a9ec194ce6296918cc30297a26009 100644
--- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/FPSController.cs
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/FPSController.cs
@@ -4,7 +4,7 @@ using UnityEngine;
 using UnityEngine.InputSystem;
 
 [RequireComponent(typeof(CharacterController))]
-public class FPSController : MonoBehaviour, IDataPersistence
+public class FPSController : BaseBehaviour, IDataPersistence
 {
     public Camera playerCamera;
     public float walkSpeed = 6f;
@@ -13,6 +13,8 @@ public class FPSController : MonoBehaviour, IDataPersistence
     public float gravity = 10f;
     public int money = 1000000; // change (if needed)
 
+    private float finalWalkSpeed, finalRunSpeed;
+
     public float lookSpeed = 2f;
     public float lookXLimit = 45f;
 
@@ -66,10 +68,6 @@ public class FPSController : MonoBehaviour, IDataPersistence
         HandleMovement();
         HandleRotation();
 
-        //if (Input.GetKeyDown(KeyCode.P))
-        //    GameObject.Find("Controller").GetComponent<PetController>().AddPetHeal();
-        //if (Input.GetKeyDown(KeyCode.L))
-        //    GameObject.Find("Controller").GetComponent<PetController>().AddPetAttack();
     }
 
     private void OnEnable()
@@ -99,9 +97,12 @@ public class FPSController : MonoBehaviour, IDataPersistence
         Vector3 forward = transform.TransformDirection(Vector3.forward);
         Vector3 right = transform.TransformDirection(Vector3.right);
 
+        finalRunSpeed = base.isSpeedCrippled ? runSpeed * base.speedCrippleMultiplier : runSpeed;
+        finalWalkSpeed = base.isSpeedCrippled ? walkSpeed * base.speedCrippleMultiplier : walkSpeed;
+
         bool isRunning = Input.GetKey(KeyCode.LeftShift);
-        float curSpeedX = canMove ? (isRunning ? runSpeed : walkSpeed) * Input.GetAxis("Vertical") : 0;
-        float curSpeedY = canMove ? (isRunning ? runSpeed : walkSpeed) * Input.GetAxis("Horizontal") : 0;
+        float curSpeedX = canMove ? (isRunning ? finalRunSpeed : finalWalkSpeed) * Input.GetAxis("Vertical") : 0;
+        float curSpeedY = canMove ? (isRunning ? finalRunSpeed : finalWalkSpeed) * Input.GetAxis("Horizontal") : 0;
         float movementDirectionY = moveDirection.y;
         moveDirection = (forward * curSpeedX) + (right * curSpeedY);
 
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Gun/GunSystem.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Gun/GunSystem.cs
index 220c1ddee236277db6fd044fa8f29d2997c3f798..b0202aeac018a0dfddac2a35b4739c2d72dd237c 100644
--- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Gun/GunSystem.cs
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Gun/GunSystem.cs
@@ -3,13 +3,14 @@ using System.Collections;
 using UnityEngine;
 using TMPro;
 
-public class GunSystem : MonoBehaviour
+public class GunSystem : BaseWeaponController
 {
     // Gun Stats
     public float timeBetweenShooting, spread, range, reloadTime, timeBetweenShots;
     public bool allowButtonHold, ShootingMultipleAtOnce;
 
     public int magazineSize, bulletsPerTap, baseDamage, damage;
+    private int finalDamage;
 
     public int bulletsLeft, bulletsShot;
     bool shooting, readyToShoot, reloading;
@@ -59,6 +60,7 @@ public class GunSystem : MonoBehaviour
 
     private void Update()
     {
+        finalDamage = base.isDamageCrippled ? (int) (damage * base.damageCrippledMultiplier) : damage;
         if (IsGamePaused) return;
         UserInput();
 
@@ -79,7 +81,9 @@ public class GunSystem : MonoBehaviour
         }
 
         if (bulletsLeft <= 0 && shooting && !reloading)
+        {
             PlayOutOfAmmo();
+        }
     }
 
     private void PlayOutOfAmmo()
@@ -127,7 +131,7 @@ public class GunSystem : MonoBehaviour
             int enemyLayer = 8;
             if (rayhit.collider.gameObject.layer == enemyLayer)
             {
-                rayhit.collider.GetComponent<CombatBehavior>().TakeDamage(damage);
+                rayhit.collider.GetComponent<CombatBehavior>().TakeDamage(finalDamage);
                 Instantiate(enemyEffect, rayhit.point, Quaternion.Euler(0, 180, 0));
                 hit = true;
             } 
@@ -152,9 +156,9 @@ public class GunSystem : MonoBehaviour
                 hit = false;
             }
             PlayShootSound();
+            Invoke("ResetShot", timeBetweenShooting);
         }
 
-        Invoke("ResetShot", timeBetweenShooting);
 
         if (bulletsShot > 0 && bulletsLeft > 0)
             Invoke("Shoot", timeBetweenShots);
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Gun/ShortWeaponController.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Gun/ShortWeaponController.cs
index b688bb005fe02b5ed8d5430a3ebc89515e990716..a464c4c6ec0903bed1b2185b9766e68a114fa3f4 100644
--- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Gun/ShortWeaponController.cs
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Gun/ShortWeaponController.cs
@@ -2,7 +2,7 @@ using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
-public class ShortWeaponController : MonoBehaviour
+public class ShortWeaponController : BaseWeaponController
 {
     private float weaponLength;
     public int baseDamage;
@@ -27,6 +27,9 @@ public class ShortWeaponController : MonoBehaviour
     // Update is called once per frame
     void Update()
     {
+
+        int FinalWeaponDamage = base.isDamageCrippled ? (int) (WeaponDamage * base.damageCrippledMultiplier) : WeaponDamage;
+
         if (!canAttack)
         {
             cooldownTimer += Time.deltaTime;
@@ -72,7 +75,7 @@ public class ShortWeaponController : MonoBehaviour
             {
                 canAttack = false;
                 Debug.Log("hitt");
-                targetCombatBehavior.TakeDamage(WeaponDamage);
+                targetCombatBehavior.TakeDamage(FinalWeaponDamage);
                 Debug.Log("target health: " + targetCombatBehavior.health);
             }
         }
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Gun/SwordController.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Gun/SwordController.cs
index b4d99db5625514e5104856584e5c8bfaf5fcb704..68b784c5e7df3f1a5770537f33c5e92b6ce432ff 100644
--- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Gun/SwordController.cs
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Gun/SwordController.cs
@@ -3,7 +3,7 @@ using System.Collections.Generic;
 using JetBrains.Annotations;
 using UnityEngine;
 
-public class SwordController : MonoBehaviour
+public class SwordController : BaseWeaponController
 {
     [SerializeField]
     private float cooldown = 0.5f;
@@ -18,10 +18,13 @@ public class SwordController : MonoBehaviour
 
     public int damage;
 
+    private int finalDamage;
+
     private bool canAttack = true;
 
     void Update()
     {
+        finalDamage = base.isDamageCrippled? (int) (damage * base.damageCrippledMultiplier) : damage;
         if (Input.GetMouseButton(0))
         {
             if (canAttack)
@@ -57,7 +60,7 @@ public class SwordController : MonoBehaviour
             if (rayhit.collider.gameObject.layer == enemyLayer)
             { 
                 GameObject enemy = rayhit.collider.gameObject;
-                enemy.GetComponent<CombatBehavior>().TakeDamage(damage);
+                enemy.GetComponent<CombatBehavior>().TakeDamage(finalDamage);
                 Debug.Log("Sword hit enemy");
             }
         }
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Mobs/KingBehaviour.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Mobs/KingBehaviour.cs
index cce4225e50c1bb73b0832178b3d2cd608f387863..2aa70c6d6d267c51ebbd18f37c848256c8e7bb98 100644
--- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Mobs/KingBehaviour.cs
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Mobs/KingBehaviour.cs
@@ -2,6 +2,7 @@ using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
+using UnityEngine.UIElements;
 
 public class KingBehaviour : MonoBehaviour
 {
@@ -11,6 +12,7 @@ public class KingBehaviour : MonoBehaviour
     public string reloadAnimation = "Reload";
     public string chasingAnimation = "Chasing";
     public string retreatAnimation = "Retreat";
+    public GameObject[] positionToOwner;
 
     public float chasingRange = 10.0f;
     public float retreatRange = 5.0f;
@@ -23,33 +25,47 @@ public class KingBehaviour : MonoBehaviour
     public float speed = 1.0f;
     public float spawnKerocoCooldown = 15.0f;
 
+    public GameObject[] playerWeapons;
+
     private float crippleCooldownTimer = 0f;
     public float crippleCooldownDuration = 1f;
-    private bool isCrippleActive = true;
+    private bool isCrippleDamageActive = true;
 
     private GameObject enemyController;
+    private PetController petController;
     CharacterController movementController;
     NavMeshAgent agent;
     Animator kingAnimator;
 
     public GunSystemMobs gunSystem;
 
+    public AudioClip backgroundMusic;
+    public AudioClip screechAudio;
+    public AudioClip laughAudio;
+    private bool audioChange = true;
 
     // Start is called before the first frame update
     void Start()
     {
         agent = GetComponent<NavMeshAgent>();
         enemyController = GameObject.Find("Controller");
+        petController = enemyController.GetComponent<PetController>();
+        // TOCO: check this
+        petController.AddPetIncrease(positionToOwner, gunSystem.gameObject);
         kingAnimator = GetComponent<Animator>();
         kingAnimator.SetBool(attackAnimation, true);
         movementController = GetComponent<CharacterController>();
         StartCoroutine(SpawnKeroco());
+
+        StartCoroutine(PlayBackgroundAudio());
+        StartCoroutine(PlayMobAudio());
     }
 
     // Update is called once per frame
     void Update()
     {
         Collider[] hitCollidersArea = Physics.OverlapSphere(transform.position, attackArea, targetLayer);
+        Collider[] hitCrippleArea = Physics.OverlapSphere(transform.position, crippleAttackRange, targetLayer);
         if (hitCollidersArea.Length > 0)
         {
             // Chase the enemy and attack
@@ -65,25 +81,70 @@ public class KingBehaviour : MonoBehaviour
 
         timer();
 
-        Collider[] hitCrippleArea = Physics.OverlapSphere(transform.position, crippleAttackRange, targetLayer);
-        if (isCrippleActive)
+        if (isCrippleDamageActive)
         {
-            isCrippleActive = false;
+            isCrippleDamageActive = false;
             crippleCooldownTimer = 0f;
             for (int i = 0; i < hitCrippleArea.Length; i++)
             {
                 if (!hitCrippleArea[i].GetComponent<CombatBehavior>())
                 {
-                    if (!hitCrippleArea[i].GetComponent<CombatBehavior>())
+                    hitCrippleArea[i].GetComponent<CombatBehavior>().TakeDamage(crippleDamage);
+                }
+            }
+        }
+
+        // Check cripple area
+        GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
+
+        foreach (GameObject player in players)
+        {
+            Debug.Log(player.name);
+            float distance = Vector3.Distance(transform.position, player.transform.position);
+            if (distance <= crippleAttackRange)
+            {
+
+                // Cripple Speed
+                if (player.GetComponent<BaseBehaviour>())
+                {
+                    player.GetComponent<BaseBehaviour>().adjustCripplingSpeed(true, slownessMultiplier);
+                }
+
+                // Cripple Attack Power
+                if (player.Equals(MainPlayer))
+                {
+                    foreach (GameObject weapon in playerWeapons)
                     {
-                        continue;
+                        weapon.GetComponent<BaseWeaponController>().adjustCripplingDamage(true, weaknessMultiplier);
+                    }
+
+                }
+
+            }
+            else
+            {
+
+                // Cripple Speed
+                if (player.GetComponent<BaseBehaviour>())
+                {
+                    player.GetComponent<BaseBehaviour>().adjustCripplingSpeed(false, 1.0f);
+                }
+
+                // Cripple Attack Power
+                if (player.Equals(MainPlayer))
+                {
+
+                    foreach (GameObject weapon in playerWeapons)
+                    {
+                        weapon.GetComponent<BaseWeaponController>().adjustCripplingDamage(false, 1.0f);
                     }
 
-                    hitCrippleArea[i].GetComponent<CombatBehavior>().TakeDamage(crippleDamage);
                 }
             }
         }
 
+
+
         ReloadAnimation();
     }
 
@@ -168,7 +229,7 @@ public class KingBehaviour : MonoBehaviour
         crippleCooldownTimer += Time.deltaTime;
         if (crippleCooldownTimer >= crippleCooldownDuration)
         {
-            isCrippleActive = true;
+            isCrippleDamageActive = true;
         }
     }
 
@@ -181,6 +242,31 @@ public class KingBehaviour : MonoBehaviour
         }
     }
 
+    IEnumerator PlayMobAudio()
+    {
+        while (true)
+        {
+            if (audioChange)
+            {
+                AudioManagerScript.Instance.PlaySFX(screechAudio);
+            } else
+            {
+                AudioManagerScript.Instance.PlaySFX(laughAudio);
+            }
+            audioChange = !audioChange;
+            yield return new WaitForSeconds(30.0f);
+        }
+    }
+
+    IEnumerator PlayBackgroundAudio()
+    {
+        while (true)
+        {
+            AudioManagerScript.Instance.PlaySFX(backgroundMusic);
+            yield return new WaitForSeconds(85.0f);
+        }
+    }
+
     private void OnDestroy()
     {
         enemyController.GetComponent<OrbController>().DropOrb(this.transform);
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Pet/PetAttackerBehaviour.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Pet/PetAttackerBehaviour.cs
index 0a99fe4efb773b5620f785a5985f91617d96affb..151e923890abfae5b488bc3400c32bb337e342d1 100644
--- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Pet/PetAttackerBehaviour.cs
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Pet/PetAttackerBehaviour.cs
@@ -3,13 +3,14 @@ using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
-public class PetAttackerBehaviour : MonoBehaviour
+public class PetAttackerBehaviour : BaseBehaviour
 {
     public Transform owner;
     public Transform mouth;
     public float attackDistance = 1.5f; // Distance at which the pet will attack enemies
     public float attackArea = 10f; // Area in which the pet will chase enemies to attack
     private float speed;
+
     public LayerMask enemyLayer;
 
     private NavMeshAgent agent;
@@ -37,7 +38,7 @@ public class PetAttackerBehaviour : MonoBehaviour
         if (distanceToOwner > attackArea)
         {
             agent.SetDestination(owner.position);
-            agent.speed = speed;
+            agent.speed = isSpeedCrippled ? speed * speedCrippleMultiplier : speed;
             petAnimator.SetBool(moveAnimation, true);
             petAnimator.SetBool(idleAnimation, false);
             petAnimator.SetBool(attackAnimation, false);
@@ -52,7 +53,7 @@ public class PetAttackerBehaviour : MonoBehaviour
                 {
                     // Move towards the enemy
                     agent.SetDestination(hitCollidersArea[0].transform.position);
-                    agent.speed = speed;
+                    agent.speed = isSpeedCrippled ? speed * speedCrippleMultiplier : speed;
                     petAnimator.SetBool(moveAnimation, true);
                     petAnimator.SetBool(idleAnimation, false);
                     petAnimator.SetBool(attackAnimation, false);
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Pet/PetFollowerBehaviour.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Pet/PetFollowerBehaviour.cs
index 4f571756945616e03969b0aa276f3ac6900be322..8800e708234d18e809af319b30baa1f69bdc9160 100644
--- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Pet/PetFollowerBehaviour.cs
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/Pet/PetFollowerBehaviour.cs
@@ -2,7 +2,7 @@ using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
-public class PetFollowerBehaviour : MonoBehaviour {
+public class PetFollowerBehaviour : BaseBehaviour {
     public Transform target;
     public float distanceToStop = 2f;
     protected float speed;
@@ -20,8 +20,9 @@ public class PetFollowerBehaviour : MonoBehaviour {
 
     protected virtual void Update()
     {
-        // set the speed and destination 
-        agent.speed = speed;
+        // set the speed and destination
+        agent.speed = base.isSpeedCrippled ? speed * base.speedCrippleMultiplier : speed;
+
         agent.SetDestination(target.position);
 
         float distanceToTarget = Vector3.Distance(transform.position, target.position);
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/PauseBehaviour.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/PauseBehaviour.cs
index 71bbd68b44506cd6ff42ed6b91f7248793954b92..a26819ebfd804c46e7accfae6276d856d5ca0a54 100644
--- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/PauseBehaviour.cs
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/PauseBehaviour.cs
@@ -5,15 +5,12 @@ using UnityEngine;
 public class PauseBehaviour : MonoBehaviour
 {
     public GameObject PauseUICanvas;
-    //public GunSystem gunSystem;
-    //GameObject[] weapons;
     FPSController fpsController;
 
     // Start is called before the first frame update
     void OnEnable()
     {
         fpsController = GetComponent<FPSController>();
-        //weapons = GameObject.FindGameObjectsWithTag("Weapon");
     }
 
     // Update is called once per frame
@@ -21,17 +18,6 @@ public class PauseBehaviour : MonoBehaviour
     {
         if (Input.GetKeyDown(KeyCode.Escape))
         {
-            //PauseUICanvas.SetActive(!PauseUICanvas.activeSelf);
-            //bool isPauseUIActive = PauseUICanvas.activeSelf;
-            //if (isPauseUIActive)
-            //{
-            //    HandleOpen();
-            //}
-            //else
-            //{
-            //    HandleClose();
-            //}
-
             bool isPauseUIActive = PauseUICanvas.activeSelf;
             if (!isPauseUIActive)
             {
@@ -50,7 +36,6 @@ public class PauseBehaviour : MonoBehaviour
         Cursor.visible = false;
         Cursor.lockState = CursorLockMode.Locked;
         enablePlayerGunSystems();
-        // gunSystem.enabled = true;
         Time.timeScale = 1.0f;
         fpsController.enabled = true;
     }
@@ -60,7 +45,6 @@ public class PauseBehaviour : MonoBehaviour
         Cursor.visible = true;
         Cursor.lockState = CursorLockMode.None;
         disablePlayerGunSystems();
-        // gunSystem.enabled = false;
         Time.timeScale = 0.0f;
         fpsController.enabled = false;
     }
@@ -68,28 +52,11 @@ public class PauseBehaviour : MonoBehaviour
     private void enablePlayerGunSystems()
     {
         GunSystem.IsGamePaused = false;
-        //int playerLayer = LayerMask.NameToLayer("Player");
-        //foreach (GameObject weapon in weapons)
-        //{
-        //    if (weapon.layer == playerLayer)
-        //    {
-        //        GunSystem gunSystem = weapon.GetComponent<GunSystem>();
-        //        gunSystem.enabled = true;
-        //    }
-        //}
     }
 
     private void disablePlayerGunSystems()
     {
         GunSystem.IsGamePaused = true;
-        //int playerLayer = LayerMask.NameToLayer("Player");
-        //foreach (GameObject weapon in weapons)
-        //{
-        //    if (weapon.layer == playerLayer)
-        //    {
-        //        GunSystem gunSystem = weapon.GetComponent<GunSystem>();
-        //        gunSystem.enabled = false;
-        //    }
-        //}
+
     }
 }
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/SaveBehaviour.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/SaveBehaviour.cs
index e951b6b89fce2eb2cbeec1e6af2f0b082ee8ee84..537db2893e0b41b7e3b208128866788ac2dbf56b 100644
--- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/SaveBehaviour.cs
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/SaveBehaviour.cs
@@ -38,12 +38,6 @@ public class SaveBehaviour : MonoBehaviour
                         SaveMenuCanvas.SetActive(true);
                     }     
                 }
-                else
-                {
-                    pauseBehaviour.HandleClose();
-                    SaveMenuCanvas.SetActive(false);
-                }
-
             }
         }
     }
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/StatsMenu.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/StatsMenu.cs
index 29e3d33d92ec285b7dd1e5353d0dd4f8b62689ed..14d67f12e64999e4b1dacf51ccc384fe9009f96b 100644
--- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/StatsMenu.cs
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/StatsMenu.cs
@@ -19,7 +19,7 @@ public class StatsMenu : MonoBehaviour
 
     private void Start()
     {
-        shotAccuracy.text = (PlayerPrefs.GetInt("hits") / (float) PlayerPrefs.GetInt("shots") * 100).ToString() + "%";
+        shotAccuracy.text = PlayerPrefs.GetInt("shots") == 0 ? "0%" : (PlayerPrefs.GetInt("hits") / (float) PlayerPrefs.GetInt("shots") * 100).ToString() + "%";
         distanceTraveled.text = PlayerPrefs.GetFloat("distance_traveled").ToString();
         DateTime startTime = DateTime.Parse(PlayerPrefs.GetString("start_time")); 
         TimeSpan deltaTime = DateTime.Now - startTime;
diff --git a/IF3210-2024-Unity-AFK/Assets/Level/Prefabs/King.prefab b/IF3210-2024-Unity-AFK/Assets/Level/Prefabs/King.prefab
new file mode 100644
index 0000000000000000000000000000000000000000..2157559d1dc0558e218d6d4f9a1c6901147f8dda
--- /dev/null
+++ b/IF3210-2024-Unity-AFK/Assets/Level/Prefabs/King.prefab
@@ -0,0 +1,3580 @@
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diff --git a/IF3210-2024-Unity-AFK/Assets/Level/Scenes/TestJup3.unity b/IF3210-2024-Unity-AFK/Assets/Level/Scenes/TestJup3.unity
index cf9b01b4a5542dc9a8d58def2026c49a5b540e04..dd29d2c3115724c266f65ae16baf2a0ac70cc4ca 100644
--- a/IF3210-2024-Unity-AFK/Assets/Level/Scenes/TestJup3.unity
+++ b/IF3210-2024-Unity-AFK/Assets/Level/Scenes/TestJup3.unity
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+      value: 1000
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+      value: Weapon
+      objectReference: {fileID: 0}
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-    m_RemovedGameObjects: []
+    m_RemovedGameObjects:
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diff --git a/IF3210-2024-Unity-AFK/Assets/New Terrain.asset b/IF3210-2024-Unity-AFK/Assets/New Terrain.asset
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diff --git a/IF3210-2024-Unity-AFK/Assets/TerrainData_fd02f738-32e6-4f5e-9516-959e601cbeb5.asset b/IF3210-2024-Unity-AFK/Assets/TerrainData_fd02f738-32e6-4f5e-9516-959e601cbeb5.asset
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diff --git a/IF3210-2024-Unity-AFK/ProjectSettings/EditorBuildSettings.asset b/IF3210-2024-Unity-AFK/ProjectSettings/EditorBuildSettings.asset
index fffbc5537236020fce8f009f6a7a11fbee337db2..da0ddb697bdf567ab6efcb38475b8a42de062011 100644
--- a/IF3210-2024-Unity-AFK/ProjectSettings/EditorBuildSettings.asset
+++ b/IF3210-2024-Unity-AFK/ProjectSettings/EditorBuildSettings.asset
@@ -5,18 +5,9 @@ EditorBuildSettings:
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-    guid: f168082dd04aa8d44a735959a8bc8f40
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     guid: cc0032fa205f8f94389f0afc4c0360bb
diff --git a/README.md b/README.md
index 125e551421d2091db589859676ee1a0ca08f28b2..5679558f9892f1cf38eb2f811dfb3ea8e928aa7a 100644
--- a/README.md
+++ b/README.md
@@ -1,93 +1,215 @@
 # IF3210-2024-Unity-AFK
 
+## Deskripsi Aplikasi
 
+Aplikasi ini merupakan desktop game yang berbasis Unity. Game ini merupakan first-person game dengan tema survival shooter dan bertipe open world. Latar belakang permainan berada di suatu desa yang terletak di dekat hutan. Desa tersebut diserang oleh bandit yang memiliki tingkatan-tingkatan berikut.
 
-## Getting started
+1. Keroco (Bandit)
 
-To make it easy for you to get started with GitLab, here's a list of recommended next steps.
+   Keroco memiliki senjata berupa sword. Keroco ini hanya dapat menyerang dari jarak dekat, sehingga keroco diprogram untuk selalu mengejar player.
 
-Already a pro? Just edit this README.md and make it your own. Want to make it easy? [Use the template at the bottom](#editing-this-readme)!
+2. Kepala Keroco (Bandit Leader)
 
-## Add your files
+   Kepala keroco memiliki senjata berupa shotgun. Kepala keroco dapat menyerang dari jarak jauh.
 
-- [ ] [Create](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#create-a-file) or [upload](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#upload-a-file) files
-- [ ] [Add files using the command line](https://docs.gitlab.com/ee/gitlab-basics/add-file.html#add-a-file-using-the-command-line) or push an existing Git repository with the following command:
+3. Jendral (General)
 
-```
-cd existing_repo
-git remote add origin https://gitlab.informatika.org/NerbFox/if3210-2024-unity-afk.git
-git branch -M main
-git push -uf origin main
-```
+   Jendral memiliki senjata berupa sword dengan damage yang lebih besar dibanding Keroco.
 
-## Integrate with your tools
+4. Raja (King)
 
-- [ ] [Set up project integrations](https://gitlab.informatika.org/NerbFox/if3210-2024-unity-afk/-/settings/integrations)
+   Raja memiliki senjata berupa shotgun. Raja memiliki kemampuan khusus, yaitu setiap ada pemain yang mendekatinya dalam jarak tertentu, pemain tersebut akan mengalami perlambatan gerak, penurunan nilai serangan, dan pengurangan health tiap detik. Tidak hanya itu, raja dapat mengeluarkan 1 keroco setiap 15 detik. Raja dapat menyerang dari jarak jauh menggunakan shotgun. Raja memiliki 2 buah pet yang tidak dapat hidup kembali.
 
-## Collaborate with your team
+Tujuan utama game ini adalah menyelesaikan seluruh quest dan mengalahkan seluruh musuh dengan senjata yang tersedia. Terdapat tiga jenis senjata, yaitu:
 
-- [ ] [Invite team members and collaborators](https://docs.gitlab.com/ee/user/project/members/)
-- [ ] [Create a new merge request](https://docs.gitlab.com/ee/user/project/merge_requests/creating_merge_requests.html)
-- [ ] [Automatically close issues from merge requests](https://docs.gitlab.com/ee/user/project/issues/managing_issues.html#closing-issues-automatically)
-- [ ] [Enable merge request approvals](https://docs.gitlab.com/ee/user/project/merge_requests/approvals/)
-- [ ] [Set auto-merge](https://docs.gitlab.com/ee/user/project/merge_requests/merge_when_pipeline_succeeds.html)
+1. Sword
 
-## Test and Deploy
+   Merupakan senjata jarak dekat.
 
-Use the built-in continuous integration in GitLab.
+2. Pistol
 
-- [ ] [Get started with GitLab CI/CD](https://docs.gitlab.com/ee/ci/quick_start/index.html)
-- [ ] [Analyze your code for known vulnerabilities with Static Application Security Testing (SAST)](https://docs.gitlab.com/ee/user/application_security/sast/)
-- [ ] [Deploy to Kubernetes, Amazon EC2, or Amazon ECS using Auto Deploy](https://docs.gitlab.com/ee/topics/autodevops/requirements.html)
-- [ ] [Use pull-based deployments for improved Kubernetes management](https://docs.gitlab.com/ee/user/clusters/agent/)
-- [ ] [Set up protected environments](https://docs.gitlab.com/ee/ci/environments/protected_environments.html)
+   Merupakan senjata jarak jauh.
 
-***
+3. Shotgun
 
-# Editing this README
+   Merupakan senjata jarak jauh yang dapat menembakkan beberapa peluru dalam satu tembakan dengan arah yang berbeda-beda.
 
-When you're ready to make this README your own, just edit this file and use the handy template below (or feel free to structure it however you want - this is just a starting point!). Thanks to [makeareadme.com](https://www.makeareadme.com/) for this template.
+Apabila pemain membunuh musuh, terdapat orb yang dapat muncul secara random, yaitu
 
-## Suggestions for a good README
+1. Orb Increase Damage
 
-Every project is different, so consider which of these sections apply to yours. The sections used in the template are suggestions for most open source projects. Also keep in mind that while a README can be too long and detailed, too long is better than too short. If you think your README is too long, consider utilizing another form of documentation rather than cutting out information.
+   Orb ini meningkatkan damage pemain sebesar 10 persen dari base damage. Efek dari orb ini berlaku secara permanen.
 
-## Name
-Choose a self-explaining name for your project.
+2. Orb Restore Health
 
-## Description
-Let people know what your project can do specifically. Provide context and add a link to any reference visitors might be unfamiliar with. A list of Features or a Background subsection can also be added here. If there are alternatives to your project, this is a good place to list differentiating factors.
+   Orb ini mengisi ulang health pemain sebesar 20 persen. Jika health pemain 85 persen dan mengambil orb ini, health pemain menjadi 100 persen.
 
-## Badges
-On some READMEs, you may see small images that convey metadata, such as whether or not all the tests are passing for the project. You can use Shields to add some to your README. Many services also have instructions for adding a badge.
+3. Orb Increase Speed
 
-## Visuals
-Depending on what you are making, it can be a good idea to include screenshots or even a video (you'll frequently see GIFs rather than actual videos). Tools like ttygif can help, but check out Asciinema for a more sophisticated method.
+   Orb ini meningkatkan speed pemain sebesar 20 persen selama 15 detik. Jika pemain mengambil orb ini sebelum power up habis, maka waktu sisa power up akan menjadi 15 detik lagi dan power up speed pemain tetap 20 persen dari base speed.
 
-## Installation
-Within a particular ecosystem, there may be a common way of installing things, such as using Yarn, NuGet, or Homebrew. However, consider the possibility that whoever is reading your README is a novice and would like more guidance. Listing specific steps helps remove ambiguity and gets people to using your project as quickly as possible. If it only runs in a specific context like a particular programming language version or operating system or has dependencies that have to be installed manually, also add a Requirements subsection.
+Terdapat pula pet yang dapat membantu pemain/musuh dalam permainan. Healer Pet dan Attacker Pet dapat dibeli player dari Shop Keeper dengan menekan tombol `B`. Sedangkan Increaser Pet hanya dapat dimiliki jenderal/raja.
 
-## Usage
-Use examples liberally, and show the expected output if you can. It's helpful to have inline the smallest example of usage that you can demonstrate, while providing links to more sophisticated examples if they are too long to reasonably include in the README.
+1. Healer Pet
 
-## Support
-Tell people where they can go to for help. It can be any combination of an issue tracker, a chat room, an email address, etc.
+   Pet ini dapat dimiliki oleh pemain. Karakteristik pet ini akan selalu mengikuti kemana pemain pergi. Setiap 2 detik, pet akan menambahkan HP dari pemain sesuai dengan konfigurasi awal.
 
-## Roadmap
-If you have ideas for releases in the future, it is a good idea to list them in the README.
+2. Attacker Pet
 
-## Contributing
-State if you are open to contributions and what your requirements are for accepting them.
+   Pet ini dapat dimiliki oleh pemain. Karakteristik pet ini akan selalu mendekati musuh terdekat dan menyerangnya. Nilai damage dari pet ini sesuai dengan konfigurasi awal.
 
-For people who want to make changes to your project, it's helpful to have some documentation on how to get started. Perhaps there is a script that they should run or some environment variables that they need to set. Make these steps explicit. These instructions could also be useful to your future self.
+3. Increaser Pet
 
-You can also document commands to lint the code or run tests. These steps help to ensure high code quality and reduce the likelihood that the changes inadvertently break something. Having instructions for running tests is especially helpful if it requires external setup, such as starting a Selenium server for testing in a browser.
+   Pet ini dapat dimiliki oleh Jenderal dan Raja. Pet ini akan meningkatkan nilai serangan tembak Jenderal dan Raja. Pertambahan untuk tiap pet adalah 20% dari nilai awal. Pada kasus Raja, jika ada 2 pet, maka pertambahan nilai serangan tembak Raja menjadi 40% dari semula. Pet ini memiliki karakteristik untuk menghindar dari pemain, akan tetapi kecepatan gerak pet ini < kecepatan gerak pemain.
 
-## Authors and acknowledgment
-Show your appreciation to those who have contributed to the project.
+Terdapat 4 quest yang harus diselesaikan pemain untuk menyelesaikan game ini. Setiap pemain berhasil menyelesaikan quest, maka terdapat lokasi pada map yang dapat di-unlock untuk quest berikutnya.
 
-## License
-For open source projects, say how it is licensed.
+1. Quest 1: Pemain perlu bertahan selama 1 menit
+2. Quest 2: Pemain perlu mengalahkan 5 Keroco dan 2 Kepala Keroco
+3. Quest 3: Pemain perlu mengalahkan 10 Keroco, 3 Kepala Keroco, dan 1 Jenderal dalam 2 menit
+4. Quest 4: Pemain perlu mengalahkan Raja
 
-## Project status
-If you have run out of energy or time for your project, put a note at the top of the README saying that development has slowed down or stopped completely. Someone may choose to fork your project or volunteer to step in as a maintainer or owner, allowing your project to keep going. You can also make an explicit request for maintainers.
+Berikut adalah penjelasan lebih lanjut mengenai cerita dan dialog pada game ini.
+[Game Story](https://docs.google.com/document/d/17tYUr0Ce9P1ver0CgX6k3-eqpedhpb6FgJm7ce3wwZI/edit?usp=sharing)
+
+Berikut adalah fitur lainnya yang terdapat pada game ini.
+
+1. Main Menu
+   Main menu merupakan scene pertama yang diload ketika membuka permainan. Berikut adalah fitur yang terdapat pada main menu.
+
+   - Memulai game baru (new game).
+   - Memulai gim dengan permainan yang pernah disimpan (load game).
+   - Membuka Statistik Game.
+   - Membuka menu pengaturan untuk mengatur beberapa hal berikut:
+   - Menentukan nama pemain.
+   - Mengatur volume sfx/musik.
+   - Mengubah tingkat kesulitan (difficulty) permainan
+   - Mengakhiri game (exit).
+
+2. Load dan Save
+
+   Pemain dapat menyimpan permainan. Terdapat tiga slots untuk save game. Save hanya dapat dilakukan di dekat lokasi tertentu, yaitu batu menhir dengan huruf R. Save dilakukan dengan menekan tombol `E`. Permainan yang telah di-save dapat di-load kembali setelah pemain keluar dari game.
+
+3. Game Over
+
+   Apabila health pemain habis, halaman Game Over akan muncul dan terdapat tombol untuk kembali ke main menu.
+
+4. Statistik Game
+
+   Terdapat statistik yang disimpan pada permainan, yaitu:
+
+   - Shot accuracy: jumlah tembakan yang masuk ke musuh
+   - Distance traveled: jarak yang sudah ditempuh oleh pemain dalam satuan kilometer
+   - Playtime: lama pemain bermain game dengan format HH:mm:ss
+   - Kill Count: jumlah musuh yang telah dibunuh
+   - Death Count: berapa kali player telah terbunuh
+   - Spend count: uang yang telah dihabiskan pemain
+
+5. Cheat
+
+   Cheat dapat diakses dengan menekan tombol backtick (`) yang akan memunculkan console, kemudian memasukkan salah satu cheat code berikut. Cheat bersifat toggle, artinya saat pertama kali memasukkan cheat code, maka cheat akan aktif. Jika kita memasukkan cheat code yang sama kembali, maka cheat akan non aktif.
+
+   - `godmode`: HP player tidak dapat berkurang
+   - `motherlode`: Player mendapatkan tambahan uang sebesar 999999
+   - `agent47`: One hit kill
+   - `flash`: 2x speed
+   - `superpet`: HP pet tidak dapat berkurang
+   - `callpeta`: Membunuh pet secara instan
+   - `powerup <int>`: Mendapatkan random orb effect. Parameter integer memiliki range (0..2) yang merupakan ID dari orb (0: speed, 1: damage: 2: health)
+   - `skipper`
+
+## Library yang Digunakan
+
+Library yang digunakan hanyalah library bawaan dari UnityEngine dan C#
+
+## Screenshot Aplikasi
+
+## Pembagian Kerja Anggota Kelompok
+
+<table>
+  <tr>
+    <th>NIM</th>
+    <th>Nama</th>
+    <th>Pembagian Kerja</th>
+  </tr>
+  <tr>
+    <td>13521043</td>
+    <td>Nigel Sahl</td>
+    <td>
+      Setup unity, environment, AI Navigation agent dan NavMesh Modifier Pet, ShortWeapon Behaviour (untuk enemy dan pet), Main Player Behavior, Sword weapon untuk main player, Orbs, Enemy Keroco Behaviour dan controller untuk spawn mobs dan orbs
+    </td>
+  </tr>
+  <tr>
+    <td>13521057</td>
+    <td>Hosea Nathanael Abetnego</td>
+    <td>
+      Senjata, save, settings, statistik, map (terrain)
+    </td>
+  </tr>
+  <tr>
+    <td>13521149</td>
+    <td>Rava Maulana Azzikri</td>
+    <td>
+      Quest, main menu, base class orb, sword, load dan save
+    </td>
+  </tr>
+  <tr>
+    <td>13521157</td>
+    <td>Hanif Muhammad Zhafran</td>
+    <td>
+      Game Design (story, game mechanic), mobs (assets, behaviour scripts): kepala keroco, jendral, raja, map (terrain)
+    </td>
+  </tr>
+  <tr>
+    <td>13521170</td>
+    <td>Haziq Abiyyu Mahdy</td>
+    <td>
+      Keroco (AI NavMesh agent, asset, behaviour script, sword script, animation), save game, pause game, shopkeeper (asset, UI), audio manager, controller untuk spawn mobs
+    </td>
+  </tr>
+</table>
+
+## Jumlah Jam Kerja
+
+<table>
+  <tr>
+    <th>NIM</th>
+    <th>Nama</th>
+    <th>Jam Kerja</th>
+  </tr>
+  <tr>
+    <td>13521043</td>
+    <td>Nigel Sahl</td>
+    <td>
+      120
+    </td>
+  </tr>
+  <tr>
+    <td>13521057</td>
+    <td>Hosea Nathanael Abetnego</td>
+    <td>
+      120
+    </td>
+  </tr>
+  <tr>
+    <td>13521149</td>
+    <td>Rava Maulana Azzikri</td>
+    <td>
+      120
+    </td>
+  </tr>
+  <tr>
+    <td>13521157</td>
+    <td>Hanif Muhammad Zhafran</td>
+    <td>
+      120
+    </td>
+  </tr>
+  <tr>
+    <td>13521170</td>
+    <td>Haziq Abiyyu Mahdy</td>
+    <td>
+      120
+    </td>
+  </tr>
+</table>