diff --git a/Assets/Scenes/Main.unity b/Assets/Scenes/Main.unity
index e184312df493b7fb21ecca766e019db2719a735e..26fc48ea8cfa0bcfcd00e2b0b189e6bf8f5ce88a 100644
--- a/Assets/Scenes/Main.unity
+++ b/Assets/Scenes/Main.unity
@@ -337,7 +337,7 @@ Transform:
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diff --git a/Assets/Scripts/Enemy/EnemyMovement.cs b/Assets/Scripts/Enemy/EnemyMovement.cs
index 937b8ee58e5e2d9812932d02d88adbdac8f3d194..3ee30caca8ab9a6f6f9450aa5cd921b9291f3460 100644
--- a/Assets/Scripts/Enemy/EnemyMovement.cs
+++ b/Assets/Scripts/Enemy/EnemyMovement.cs
@@ -20,6 +20,7 @@ namespace Nightmare
         EnemyHealth enemyHealth;
         NavMeshAgent nav;
         public float timer = 0f;
+        public static bool isFreeze = false;
 
         void Awake ()
         {
@@ -48,6 +49,16 @@ namespace Nightmare
 
         void Update ()
         {
+            if (isFreeze && nav.isOnNavMesh)
+            {
+                nav.enabled = false;
+                return;
+            }
+            else if (!isFreeze && nav.isOnNavMesh)
+            {
+                nav.enabled = true;
+            }
+
             if (!isPaused)
             {
                 // If both the enemy and the player have health left...
diff --git a/Assets/Scripts/Player/PlayerShooting.cs b/Assets/Scripts/Player/PlayerShooting.cs
index c1e05cc110dc1103bdaa54a4028b87fa0c8222bb..1bbb2228a3e43878460e6ee35c5e5b14af857a33 100644
--- a/Assets/Scripts/Player/PlayerShooting.cs
+++ b/Assets/Scripts/Player/PlayerShooting.cs
@@ -4,6 +4,8 @@ using System.Text;
 using UnitySampleAssets.CrossPlatformInput;
 using System.Collections.Generic;
 using System;
+using System.Collections;
+using UnityEngine.Playables;
 
 namespace Nightmare
 {
@@ -13,7 +15,7 @@ namespace Nightmare
         public float grenadeSpeed = 200f;
         public float grenadeFireDelay = 0.5f;
         public float damagePercent = 1;
-        int grenadeStock = 99;
+        int grenadeStock = int.MaxValue;
         
         float timer, grenadeTimer;
         public List<GameObject> weaponsList;
@@ -21,6 +23,9 @@ namespace Nightmare
         private int currWeaponIdx;
         [SerializeField] Transform weaponPos;
         float realWeaponDamage;
+
+        // For skill cutscene
+        PlayableDirector director;
   
         private UnityAction listener;
 
@@ -31,6 +36,18 @@ namespace Nightmare
             ChangeWeapon(0);
             AdjustGrenadeStock(0);
 
+            GameObject directorObject = GameObject.Find("Timeline");
+
+            // Get the PlayableDirector component
+            if (directorObject != null)
+            {
+                director = directorObject.GetComponent<PlayableDirector>();
+            }
+            else
+            {
+                Debug.Log("Director Object Null");
+            }
+
             listener = new UnityAction(CollectGrenade);
 
             EventManager.StartListening("GrenadePickup", CollectGrenade);
@@ -171,13 +188,41 @@ namespace Nightmare
 
         void ShootGrenade()
         {
+            StartCoroutine(ShootCutscene());
+            
+            //GameObject clone = Instantiate(grenade, transform.position, Quaternion.identity);
+            //Grenade grenadeClone = clone.GetComponent<Grenade>();
+            //grenadeClone.Shoot(grenadeSpeed * transform.forward);
+        }
+
+        IEnumerator ShootCutscene()
+        {
+            // Freeze the enemies
+            FreezeEnemies();
+
+            // Play the cutscene
+            director.Play();
+
+            // Wait for the cutscene to finish
+            yield return new WaitForSeconds((float)director.duration);
+
+            // Unfreeze the enemies
+            UnfreezeEnemies();
+
             AdjustGrenadeStock(-1);
             grenadeTimer = 0;
             GameObject clone = PoolManager.Pull("Grenade", transform.position, Quaternion.identity);
             EventManager.TriggerEvent("ShootGrenade", grenadeSpeed * transform.forward);
-            //GameObject clone = Instantiate(grenade, transform.position, Quaternion.identity);
-            //Grenade grenadeClone = clone.GetComponent<Grenade>();
-            //grenadeClone.Shoot(grenadeSpeed * transform.forward);
+        }
+
+        public void FreezeEnemies()
+        {
+            EnemyMovement.isFreeze = true;
+        }
+
+        public void UnfreezeEnemies()
+        {
+            EnemyMovement.isFreeze = false;
         }
 
         public void ResetPlayerDamage()
diff --git a/Assets/Timeline/PlayerSkillCutscene.playable b/Assets/Timeline/PlayerSkillCutscene.playable
new file mode 100644
index 0000000000000000000000000000000000000000..40ccb62c19311eb0a8fdb5adfb160653bbfb85bc
--- /dev/null
+++ b/Assets/Timeline/PlayerSkillCutscene.playable
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