diff --git a/Assets/Scripts/Managers/CheatManager.cs b/Assets/Scripts/Managers/CheatManager.cs
index 06222447f047da4baceb7a1a50ca8ec6b44595c6..e6c134e051b3fbc7875c76913984750aa370a82b 100644
--- a/Assets/Scripts/Managers/CheatManager.cs
+++ b/Assets/Scripts/Managers/CheatManager.cs
@@ -184,4 +184,9 @@ public class CheatManager : MonoBehaviour
             cheats[(int)cheat] = false;
         }
     }
+
+    public int GetPrevCurrency()
+    {
+        return this.prevCurrency;
+    }
 }
diff --git a/Assets/Scripts/States/GlobalStateManager.cs b/Assets/Scripts/States/GlobalStateManager.cs
index 1d0cf6a5798bed9d50ac7e213f0a38e3c461a39d..dbe4210efa0deb919a0190a3e90162c4be89366c 100644
--- a/Assets/Scripts/States/GlobalStateManager.cs
+++ b/Assets/Scripts/States/GlobalStateManager.cs
@@ -51,6 +51,8 @@ public class GlobalStateManager : MonoBehaviour
     {
         get
         {
+            bool[] temp = cheatManager.SaveCheat();
+            if (temp[(int)CheatType.MOTHERLODE]) return cheatManager.GetPrevCurrency();
             return GameControl.control.currency;
         }
     }
@@ -121,7 +123,7 @@ public class GlobalStateManager : MonoBehaviour
             var type = Enum.GetName(typeof(WeaponType), weapon.Type);
             var level = weapon.Level;
             var isUnlocked = weapon.IsUnlocked;
-            str += string.Format("Weapon {0} is {1}locked on level {2}\n", type, isUnlocked ? "un" : "",level);
+            str += string.Format("Weapon {0} is {1}locked on level {2}\n", type, isUnlocked ? "un" : "", level);
         }
         // TODO: PET
 
@@ -132,7 +134,7 @@ public class GlobalStateManager : MonoBehaviour
     {
         get
         {
-            return temple.IdxCurrentQuest;      
+            return temple.IdxCurrentQuest;
         }
     }
 
@@ -210,7 +212,7 @@ public class GlobalStateManager : MonoBehaviour
         temple.IdxCurrentQuest = state.playerStateSave.idxQuest;
 
         var len = state.playerStateSave.playerWeapons.Length;
-        for ( var i = 0; i<len; i++ )
+        for (var i = 0; i < len; i++)
         {
             var weapon = state.playerStateSave.playerWeapons[i];
             var type = weapon.weaponType;