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diff --git a/Assets/Additional Mobs/Toon Zombie S/Prefab/Zombie.prefab.meta b/Assets/Additional Mobs/Toon Zombie S/Prefab/Zombie.prefab.meta
new file mode 100644
index 0000000000000000000000000000000000000000..4acbbf4fdb59bda59d501e1c4f809969ce461611
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+++ b/Assets/Additional Mobs/Toon Zombie S/Prefab/Zombie.prefab.meta	
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diff --git a/Assets/Additional Mobs/Toon Zombie S/TSF.meta b/Assets/Additional Mobs/Toon Zombie S/TSF.meta
new file mode 100644
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diff --git a/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders.meta b/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders.meta
new file mode 100644
index 0000000000000000000000000000000000000000..e346591b16523f9c323ae2f904fb5fce7c9fdc65
--- /dev/null
+++ b/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders.meta	
@@ -0,0 +1,8 @@
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diff --git a/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/TSF.shader b/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/TSF.shader
new file mode 100644
index 0000000000000000000000000000000000000000..dd23e28bfd65b7d472b71a7b0cc7d48f52bda38e
--- /dev/null
+++ b/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/TSF.shader	
@@ -0,0 +1,109 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "TSF/Base1" 
+{
+    Properties 
+    {
+		[MaterialToggle(_OUTL_ON)] _Outl ("Outline", Float) = 0 						//0
+		[MaterialToggle(_TEX_ON)] _DetailTex ("Enable Detail texture", Float) = 0 	//1
+		_MainTex ("Detail", 2D) = "white" {}        								//2
+		_ToonShade ("Shade", 2D) = "white" {}  										//3
+		[MaterialToggle(_COLOR_ON)] _TintColor ("Enable Color Tint", Float) = 0 	//4
+		_Color ("Base Color", Color) = (1,1,1,1)									//5	
+		[MaterialToggle(_VCOLOR_ON)] _VertexColor ("Enable Vertex Color", Float) = 0//6        
+		_Brightness ("Brightness 1 = neutral", Float) = 1.0							//7	
+		[MaterialToggle(_DS_ON)] _DS ("Enable DoubleSided", Float) = 0				//8	
+		[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull mode", Float) = 2		//9	
+		_OutlineColor ("Outline Color", Color) = (0.5,0.5,0.5,1.0)					//10
+		_Outline ("Outline width", Float) = 0.01									//11
+		[MaterialToggle(_ASYM_ON)] _Asym ("Enable Asymmetry", Float) = 0        	//12
+		_Asymmetry ("OutlineAsymmetry", Vector) = (0.0,0.25,0.5,0.0)     			//13
+		[MaterialToggle(_TRANSP_ON)] _Trans ("Enable Transparency", Float) = 0   	//14
+		[Enum(TRANS_OPTIONS)] _TrOp ("Transparency mode", Float) = 0                //15
+		_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5                                  //16
+    }
+   
+    Subshader 
+    {
+    	Tags { "RenderType"="Opaque" }
+		LOD 250
+    	ZWrite On
+	   	Cull [_Cull]
+		Lighting Off
+		Fog { Mode Off }
+		
+        Pass 
+        {
+            Name "BASE"
+            CGPROGRAM
+                #pragma vertex vert
+                #pragma fragment frag
+                #pragma fragmentoption ARB_precision_hint_fastest
+                #include "UnityCG.cginc"
+                #pragma glsl_no_auto_normalization
+                #pragma multi_compile _TEX_OFF _TEX_ON
+                #pragma multi_compile _COLOR_OFF _COLOR_ON
+
+                
+                #if _TEX_ON
+                sampler2D _MainTex;
+				half4 _MainTex_ST;
+				#endif
+				
+                struct appdata_base0 
+				{
+					float4 vertex : POSITION;
+					float3 normal : NORMAL;
+					float4 texcoord : TEXCOORD0;
+				};
+				
+                 struct v2f 
+                 {
+                    float4 pos : SV_POSITION;
+                    #if _TEX_ON
+                    half2 uv : TEXCOORD0;
+                    #endif
+                    half2 uvn : TEXCOORD1;
+                 };
+               
+                v2f vert (appdata_base0 v)
+                {
+                    v2f o;
+                    o.pos = UnityObjectToClipPos ( v.vertex );
+                    float3 n = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
+                    n = n * float3(0.5,0.5,0.5) + float3(0.5,0.5,0.5);
+                    o.uvn = n.xy;
+                     #if _TEX_ON
+                    o.uv = TRANSFORM_TEX ( v.texcoord, _MainTex );
+                    #endif
+                    return o;
+                }
+
+              	sampler2D _ToonShade;
+                fixed _Brightness;
+                
+                #if _COLOR_ON
+                fixed4 _Color;
+                #endif
+                
+                fixed4 frag (v2f i) : COLOR
+                {
+					#if _COLOR_ON
+					fixed4 toonShade = tex2D( _ToonShade, i.uvn )*_Color;
+					#else
+					fixed4 toonShade = tex2D( _ToonShade, i.uvn );
+					#endif
+					
+					#if _TEX_ON
+					fixed4 detail = tex2D ( _MainTex, i.uv );
+					return  toonShade * detail*_Brightness;
+					#else
+					return  toonShade * _Brightness;
+					#endif
+                }
+            ENDCG
+        }
+    }
+    CustomEditor "TSF"
+    Fallback "Diffuse"
+}
\ No newline at end of file
diff --git a/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/TSF.shader.meta b/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/TSF.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..da5b7a5f1095b35eae525253fbbc684640cd819f
--- /dev/null
+++ b/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/TSF.shader.meta	
@@ -0,0 +1,10 @@
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+guid: 44b54c59129572f469a949a22bc08cd0
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+  externalObjects: {}
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diff --git a/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/TSFOutline.shader b/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/TSFOutline.shader
new file mode 100644
index 0000000000000000000000000000000000000000..d63fb6d56cde2decb859276a15611b1c463e219b
--- /dev/null
+++ b/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/TSFOutline.shader	
@@ -0,0 +1,81 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "TSF/BaseOutline1"
+{
+    Properties 
+    {
+		[MaterialToggle(_OUTL_ON)] _Outl ("Outline", Float) = 0 						//0
+		[MaterialToggle(_TEX_ON)] _DetailTex ("Enable Detail texture", Float) = 0 	//1
+		_MainTex ("Detail", 2D) = "white" {}        								//2
+		_ToonShade ("Shade", 2D) = "white" {}  										//3
+		[MaterialToggle(_COLOR_ON)] _TintColor ("Enable Color Tint", Float) = 0 	//4
+		_Color ("Base Color", Color) = (1,1,1,1)									//5	
+		[MaterialToggle(_VCOLOR_ON)] _VertexColor ("Enable Vertex Color", Float) = 0//6        
+		_Brightness ("Brightness 1 = neutral", Float) = 1.0							//7	
+		[MaterialToggle(_DS_ON)] _DS ("Enable DoubleSided", Float) = 0				//8	
+		[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull mode", Float) = 2		//9	
+		_OutlineColor ("Outline Color", Color) = (0.5,0.5,0.5,1.0)					//10
+		_Outline ("Outline width", Float) = 0.01									//11
+		[MaterialToggle(_ASYM_ON)] _Asym ("Enable Asymmetry", Float) = 0        	//12
+		_Asymmetry ("OutlineAsymmetry", Vector) = (0.0,0.25,0.5,0.0)     			//13
+		[MaterialToggle(_TRANSP_ON)] _Trans ("Enable Transparency", Float) = 0   	//14
+		[Enum(TRANS_OPTIONS)] _TrOp ("Transparency mode", Float) = 0                //15
+		_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5                                  //16
+    }
+ 
+    SubShader
+    {
+        Tags { "RenderType"="Opaque" }
+		LOD 250 
+        Lighting Off
+        Fog { Mode Off }
+        
+        UsePass "TSF/Base1/BASE"
+        	
+        Pass
+        {
+            Cull Front
+            ZWrite On
+            CGPROGRAM
+			#include "UnityCG.cginc"
+			#pragma fragmentoption ARB_precision_hint_fastest
+			#pragma glsl_no_auto_normalization
+            #pragma vertex vert
+ 			#pragma fragment frag
+			
+            struct appdata_t 
+            {
+				float4 vertex : POSITION;
+				float3 normal : NORMAL;
+			};
+
+			struct v2f 
+			{
+				float4 pos : SV_POSITION;
+			};
+
+            fixed _Outline;
+
+            
+            v2f vert (appdata_t v) 
+            {
+                v2f o;
+			    o.pos = v.vertex;
+			    o.pos.xyz += v.normal.xyz *_Outline*0.01;
+			    o.pos = UnityObjectToClipPos(o.pos);
+			    return o;
+            }
+            
+            fixed4 _OutlineColor;
+            
+            fixed4 frag(v2f i) :COLOR 
+			{
+		    	return _OutlineColor;
+			}
+            
+            ENDCG
+        }
+    }
+    CustomEditor "TSF"
+    Fallback "Diffuse"
+}
\ No newline at end of file
diff --git a/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/TSFOutline.shader.meta b/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/TSFOutline.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..4dd249542faa8a0f724e16c0aa8dbcba4bf3cd4a
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+++ b/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/TSFOutline.shader.meta	
@@ -0,0 +1,10 @@
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diff --git a/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/Textures.meta b/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/Textures.meta
new file mode 100644
index 0000000000000000000000000000000000000000..4fc711d5ac9c187c24794381b8f4502d9d5b675b
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+++ b/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/Textures.meta	
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diff --git a/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/Textures/MatCap_Toon3R.psd b/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/Textures/MatCap_Toon3R.psd
new file mode 100644
index 0000000000000000000000000000000000000000..c7e790f345d24cc75be1d6bbe97fb97b05084d28
--- /dev/null
+++ b/Assets/Additional Mobs/Toon Zombie S/TSF/Shaders/Textures/MatCap_Toon3R.psd	
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diff --git a/Assets/Scripts/Enemy/EnemyExplosion.cs b/Assets/Scripts/Enemy/EnemyExplosion.cs
new file mode 100644
index 0000000000000000000000000000000000000000..85d1f56eed3c113d8ea13b051946927f02613450
--- /dev/null
+++ b/Assets/Scripts/Enemy/EnemyExplosion.cs
@@ -0,0 +1,53 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class EnemyExplosion : MonoBehaviour
+{
+    Animator anim;
+    public GameObject Explosion;
+    GameObject player;
+    UnityEngine.AI.NavMeshAgent nav;
+    bool playerInRange;
+    // Start is called before the first frame update
+    void Awake()
+    {
+        anim = GetComponent<Animator>();
+        player = GameObject.FindGameObjectWithTag("Player");
+    }
+
+    void OnTriggerEnter(Collider other)
+    {
+        // Set player in range
+        if (other.gameObject == player && other.isTrigger == false)
+        {
+            playerInRange = true;
+
+        }
+    }
+
+    // Callback jika ada object yang keluar dari trigger
+    void OnTriggerExit(Collider other)
+    {
+        if (other.gameObject == player && other.isTrigger == false)
+        {
+            playerInRange = false;
+        }
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        //int explode = Random.Range(0, 100);
+        if (playerInRange)
+        {
+            GameObject exploder = Instantiate(Explosion, transform.position, transform.rotation).gameObject;
+            Destroy(gameObject, 0.001f);
+            Destroy(exploder, 2.0f);
+        }
+    }
+
+    void DamagePlayer()
+    {
+    }
+}
diff --git a/Assets/Scripts/Enemy/EnemyExplosion.cs.meta b/Assets/Scripts/Enemy/EnemyExplosion.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..3d0bc130c0d98c88c1fdcdbb0a0c9bde21ce5e47
--- /dev/null
+++ b/Assets/Scripts/Enemy/EnemyExplosion.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Factory/OrbFactory.cs b/Assets/Scripts/Factory/OrbFactory.cs
new file mode 100644
index 0000000000000000000000000000000000000000..30ef4836d92b4e5159d61513588ac1ce3ec7d974
--- /dev/null
+++ b/Assets/Scripts/Factory/OrbFactory.cs
@@ -0,0 +1,16 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class OrbFactory : MonoBehaviour, IFactory
+{
+
+    [SerializeField]
+    public GameObject[] orbPrefab;
+
+    public GameObject FactoryMethod(int tag)
+    {
+        GameObject orb = orbPrefab[tag];
+        return orb;
+    }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Factory/OrbFactory.cs.meta b/Assets/Scripts/Factory/OrbFactory.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..a3252ba33cff5784044ef197ef84b107e756e837
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diff --git a/Assets/Scripts/Managers/OrbManager.cs b/Assets/Scripts/Managers/OrbManager.cs
new file mode 100644
index 0000000000000000000000000000000000000000..d8dd2417a328b9d5e5eb8319b660cba50bf5ffe9
--- /dev/null
+++ b/Assets/Scripts/Managers/OrbManager.cs
@@ -0,0 +1,38 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class OrbManager : MonoBehaviour
+{
+    public PlayerHealth playerHealth;
+    public GameObject orb;
+    public int spawnOrb;
+    public float spawnTime = 15f;
+
+    [SerializeField]
+    public MonoBehaviour factory;
+    IFactory Factory { get { return factory as IFactory; } }
+
+    void Awake()
+    {
+        //Mengeksekusi fungs Spawn setiap beberapa detik sesui dengan nilai spawnTime
+        InvokeRepeating("Spawn", spawnTime, spawnTime);
+    }
+
+
+    void Spawn()
+    {
+        if (playerHealth.currentHealth <= 0f)
+        {
+            return;
+        }
+
+        //int spawnPointIndex = Random.Range(0, spawnPoints.Length);
+
+        // Menduplikasi enemy
+        float x = Random.Range(-34, 34);
+        float y = Random.Range(-34, 34);
+        Instantiate(Factory.FactoryMethod(spawnOrb), new Vector3(x,0,y), Quaternion.identity);
+
+    }
+}
diff --git a/Assets/Scripts/Managers/OrbManager.cs.meta b/Assets/Scripts/Managers/OrbManager.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..083f0c77753e02f90f42ede0b858f78f041d8607
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diff --git a/Assets/Scripts/Orbs.meta b/Assets/Scripts/Orbs.meta
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+++ b/Assets/Scripts/Orbs.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Orbs/HealthOrb.cs b/Assets/Scripts/Orbs/HealthOrb.cs
new file mode 100644
index 0000000000000000000000000000000000000000..0cb9bf97ce2e8a17d1f2c2098df8f57b89ed4bbf
--- /dev/null
+++ b/Assets/Scripts/Orbs/HealthOrb.cs
@@ -0,0 +1,62 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class HealthOrb : MonoBehaviour
+{
+    public float healthOrbTime = 30f;
+    public int powerUpValue = 10;
+    Animator anim;
+    GameObject player;
+    PlayerHealth playerHealth;
+    float timer;
+    bool playerInRange;
+    // Start is called before the first frame update
+    void Awake()
+    {
+        player = GameObject.FindGameObjectWithTag("Player");
+        playerHealth = player.GetComponent<PlayerHealth>();
+        anim = GetComponent<Animator>();
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        timer += Time.deltaTime;
+        if (timer >= healthOrbTime)
+        {
+            Destroy(gameObject);
+        }
+        else {
+            if (playerInRange)
+            {
+                Taken();
+                Destroy(gameObject);
+            }
+        }
+    }
+
+    void OnCollisionEnter(Collision other)
+    {
+        // Set player in range
+        if (other.gameObject == player)
+        {
+            playerInRange = true;
+
+        }
+    }
+
+    // Callback jika ada object yang keluar dari trigger
+    void OnCollisionExit(Collision other)
+    {
+        if (other.gameObject == player)
+        {
+            playerInRange = false;
+        }
+    }
+
+    void Taken()
+    {
+        playerHealth.TakePowerUp(powerUpValue);
+    }
+}
diff --git a/Assets/Scripts/Orbs/HealthOrb.cs.meta b/Assets/Scripts/Orbs/HealthOrb.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..cfaf97fa756e4c161128380e37db093ec5325c9c
--- /dev/null
+++ b/Assets/Scripts/Orbs/HealthOrb.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Orbs/PowerOrb.cs b/Assets/Scripts/Orbs/PowerOrb.cs
new file mode 100644
index 0000000000000000000000000000000000000000..002957f6fc53fb095ad9d99fcdfc1d0c7c51fb0f
--- /dev/null
+++ b/Assets/Scripts/Orbs/PowerOrb.cs
@@ -0,0 +1,62 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PowerOrb : MonoBehaviour
+{
+    public float powerOrbTime = 30f;
+    public int powerUpValue = 10;
+    Animator anim;
+    GameObject player;
+    PlayerPower playerPower;
+    float timer;
+    bool playerInRange;
+    // Start is called before the first frame update
+    void Awake()
+    {
+        player = GameObject.FindGameObjectWithTag("Player");
+        playerPower = player.GetComponentInChildren<PlayerPower>();
+        anim = GetComponent<Animator>();
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        timer += Time.deltaTime;
+        if (timer >= powerOrbTime)
+        {
+            Destroy(gameObject);
+        }
+        else
+        {
+            if (playerInRange)
+            {
+                Taken();
+                Destroy(gameObject);
+            }
+        }
+    }
+
+    void OnCollisionEnter(Collision other)
+    {
+        // Set player in range
+        if (other.gameObject == player)
+        {
+            playerInRange = true;
+        }
+    }
+
+    // Callback jika ada object yang keluar dari trigger
+    void OnCollisionExit(Collision other)
+    {
+        if (other.gameObject == player)
+        {
+            playerInRange = false;
+        }
+    }
+
+    void Taken()
+    {
+        playerPower.TakePowerUp(powerUpValue);
+    }
+}
diff --git a/Assets/Scripts/Orbs/PowerOrb.cs.meta b/Assets/Scripts/Orbs/PowerOrb.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..08f2a9cd524816b8797560ce59b1bfb1ec2b2a79
--- /dev/null
+++ b/Assets/Scripts/Orbs/PowerOrb.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Orbs/SpeedOrb.cs b/Assets/Scripts/Orbs/SpeedOrb.cs
new file mode 100644
index 0000000000000000000000000000000000000000..fa10f3ab1a671cfd61753999e7052b7bfce86e23
--- /dev/null
+++ b/Assets/Scripts/Orbs/SpeedOrb.cs
@@ -0,0 +1,63 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class SpeedOrb : MonoBehaviour
+{
+    public float speedOrbTime = 30f;
+    public int powerUpValue = 5;
+    Animator anim;
+    GameObject player;
+    PlayerSpeed playerSpeed;
+    float timer;
+    // Start is called before the first frame update
+    bool playerInRange;
+    void Awake()
+    {
+        player = GameObject.FindGameObjectWithTag("Player");
+        playerSpeed = player.GetComponent<PlayerSpeed>();
+        anim = GetComponent<Animator>();
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        timer += Time.deltaTime;
+        if (timer >= speedOrbTime)
+        {
+            Destroy(gameObject);
+        }
+        else
+        {
+            if (playerInRange)
+            {
+                Taken();
+                Destroy(gameObject);
+            }
+        }
+    }
+
+    void OnCollisionEnter(Collision other)
+    {
+        // Set player in range
+        if (other.gameObject == player)
+        {
+            playerInRange = true;
+
+        }
+    }
+
+    // Callback jika ada object yang keluar dari trigger
+    void OnCollisionExit(Collision other)
+    {
+        if (other.gameObject == player)
+        {
+            playerInRange = false;
+        }
+    }
+
+    void Taken()
+    {
+        playerSpeed.TakePowerUp(powerUpValue);
+    }
+}
diff --git a/Assets/Scripts/Orbs/SpeedOrb.cs.meta b/Assets/Scripts/Orbs/SpeedOrb.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..2c811bd55af4852fb47153dff68e5ad5564c663a
--- /dev/null
+++ b/Assets/Scripts/Orbs/SpeedOrb.cs.meta
@@ -0,0 +1,11 @@
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+guid: d104f8fb432c7ba41998f84129eedf56
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diff --git a/Assets/Scripts/Player/PlayerHealth.cs b/Assets/Scripts/Player/PlayerHealth.cs
index 41bbcb04cc4bf878aab48a1206574315bceb8fa6..5f0c6ddaa037b896d1b454a4d092f336118584fc 100644
--- a/Assets/Scripts/Player/PlayerHealth.cs
+++ b/Assets/Scripts/Player/PlayerHealth.cs
@@ -22,6 +22,7 @@ public class PlayerHealth : MonoBehaviour
     PlayerShooting[] playerShootings;
     bool isDead;
     bool damaged;
+    int maxHealth = 100;
 
 
     void Awake()
@@ -69,6 +70,18 @@ public class PlayerHealth : MonoBehaviour
         }
     }
 
+    public void TakePowerUp(int amount)
+    {
+        if (currentHealth + amount > maxHealth)
+        {
+            currentHealth = maxHealth;
+        }
+        else
+        {
+            currentHealth += amount;
+        }
+        healthSlider.value = currentHealth;
+    }
 
     void Death()
     {
diff --git a/Assets/Scripts/Player/PlayerMovement.cs b/Assets/Scripts/Player/PlayerMovement.cs
index f72bc7b304b3f1a75095f9503f8bf11403110a56..774a5e33875a9c589c12b20c66847e34f2cb9684 100644
--- a/Assets/Scripts/Player/PlayerMovement.cs
+++ b/Assets/Scripts/Player/PlayerMovement.cs
@@ -2,7 +2,8 @@
 
 public class PlayerMovement : MonoBehaviour
 {
-    public float speed = 6f;
+    //public float speed = 6f;
+    PlayerSpeed playerSpeed;
     Vector3 movement;
     Animator anim;
     Rigidbody playerRigidbody;
@@ -19,6 +20,7 @@ public class PlayerMovement : MonoBehaviour
 
         //Mendapatkan komponen Rigidbody
         playerRigidbody = GetComponent<Rigidbody>();
+        playerSpeed = GetComponent<PlayerSpeed>();
     }
 
     private void FixedUpdate()
@@ -41,7 +43,7 @@ public class PlayerMovement : MonoBehaviour
         movement.Set(h, 0f, v);
 
         //Menormalisasi nilai vector agar total panjang dari vector adalah 1
-        movement = movement.normalized * speed * Time.deltaTime;
+        movement = movement.normalized * playerSpeed.currentSpeed * Time.deltaTime;
 
         //Move to position
         playerRigidbody.MovePosition(transform.position + movement);
diff --git a/Assets/Scripts/Player/PlayerPower.cs b/Assets/Scripts/Player/PlayerPower.cs
new file mode 100644
index 0000000000000000000000000000000000000000..af38db893c2a5dfe85ccbbfa930ec55b634586a9
--- /dev/null
+++ b/Assets/Scripts/Player/PlayerPower.cs
@@ -0,0 +1,39 @@
+using UnityEngine;
+using UnityEngine.UI;
+using System.Collections;
+using UnityEngine.SceneManagement;
+
+public class PlayerPower : MonoBehaviour
+{
+    public int startingPower = 20;
+    public int currentPower;
+    int maxPower = 100;
+    Animator anim;
+    public Slider powerSlider;
+
+    // Start is called before the first frame update
+    void Awake()
+    {
+        anim = GetComponent<Animator>();
+        currentPower = startingPower;
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        
+    }
+
+    public void TakePowerUp(int amount)
+    {
+        if (currentPower + amount > maxPower)
+        {
+            currentPower = maxPower;
+        }
+        else
+        {
+            currentPower += amount;
+        }
+        powerSlider.value = currentPower;
+    }
+}
diff --git a/Assets/Scripts/Player/PlayerPower.cs.meta b/Assets/Scripts/Player/PlayerPower.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..5ce134009bb60f9281bff003c8617842cf732a54
--- /dev/null
+++ b/Assets/Scripts/Player/PlayerPower.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Player/PlayerShooting.cs b/Assets/Scripts/Player/PlayerShooting.cs
index 4f23e660115e015d2622844c0c0091d3375c3760..26e2e0c5461206445340b75cf6a338a377a268e4 100644
--- a/Assets/Scripts/Player/PlayerShooting.cs
+++ b/Assets/Scripts/Player/PlayerShooting.cs
@@ -2,20 +2,20 @@
 
 public class PlayerShooting : MonoBehaviour
 {
-    public int damagePerShot = 20;                  
-    public float timeBetweenBullets = 0.30f; // tadinya 0.15f        
-    public float range = 100f;                      
-    float timer;    
-    
-    Ray shootRay = new Ray();                                   
-    RaycastHit shootHit;                            
-    int shootableMask;                             
-    ParticleSystem gunParticles;                    
-    LineRenderer gunLine;                           
-    AudioSource gunAudio;                           
-    Light gunLight;                                 
-    
-    float effectsDisplayTime = 0.2f;                
+    //public int damagePerShot = 20;                  
+    public float timeBetweenBullets = 0.30f;
+    public float range = 100f;
+
+    PlayerPower playerPower;
+    float timer;
+    Ray shootRay = new Ray();
+    RaycastHit shootHit;
+    int shootableMask;
+    ParticleSystem gunParticles;
+    LineRenderer gunLine;
+    AudioSource gunAudio;
+    Light gunLight;
+    float effectsDisplayTime = 0.2f;
 
     void Awake()
     {
@@ -24,6 +24,12 @@ public class PlayerShooting : MonoBehaviour
         gunLine = GetComponent<LineRenderer>();
         gunAudio = GetComponent<AudioSource>();
         gunLight = GetComponent<Light>();
+        playerPower = GetComponent<PlayerPower>();
+
+        if (playerPower == null)
+        {
+            Debug.Log("PLAYER POWER NULL");
+        }
     }
 
     void Update()
@@ -70,7 +76,7 @@ public class PlayerShooting : MonoBehaviour
 
             if (enemyHealth != null)
             {
-                enemyHealth.TakeDamage(damagePerShot, shootHit.point);
+                enemyHealth.TakeDamage(playerPower.currentPower, shootHit.point);
             }
 
             gunLine.SetPosition(1, shootHit.point);
diff --git a/Assets/Scripts/Player/PlayerSpeed.cs b/Assets/Scripts/Player/PlayerSpeed.cs
new file mode 100644
index 0000000000000000000000000000000000000000..eca50b7694dcf7b4f7a8bfd1fe086ae939ea14d0
--- /dev/null
+++ b/Assets/Scripts/Player/PlayerSpeed.cs
@@ -0,0 +1,39 @@
+using UnityEngine;
+using UnityEngine.UI;
+using System.Collections;
+using UnityEngine.SceneManagement;
+
+public class PlayerSpeed : MonoBehaviour
+{
+    public float startingSpeed = 10f;
+    public float currentSpeed;
+    Animator anim;
+    public Slider speedSlider;
+    float maxSpeed = 20f;
+
+    // Start is called before the first frame update
+    void Awake()
+    {
+        anim = GetComponent<Animator>();
+        currentSpeed = startingSpeed;
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+
+    }
+
+    public void TakePowerUp(int amount)
+    {
+        if (currentSpeed + amount > maxSpeed)
+        {
+            currentSpeed = maxSpeed;
+        }
+        else
+        {
+            currentSpeed += amount;
+        }
+        speedSlider.value = currentSpeed;
+    }
+}
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new file mode 100644
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+++ b/Assets/Scripts/Player/PlayerSpeed.cs.meta
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diff --git a/Assets/Speed.png b/Assets/Speed.png
new file mode 100644
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new file mode 100644
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diff --git a/Assets/Textures/HealthOrb.png b/Assets/Textures/HealthOrb.png
new file mode 100644
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--- /dev/null
+++ b/Assets/Textures/HealthOrb.png
@@ -0,0 +1,3 @@
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