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diff --git a/Assets/Animation/Quest4/Ballas2AC.controller b/Assets/Animation/Quest4/Ballas2AC.controller
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diff --git a/Assets/Models/Characters/Quest2/Hulk/HulkMat.mat b/Assets/Models/Characters/Quest2/Hulk/HulkMat.mat
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diff --git a/Assets/Models/Characters/Quest4/Ballas1/Ballas1.mat b/Assets/Models/Characters/Quest4/Ballas1/Ballas1.mat
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diff --git a/Assets/Models/Characters/Quest4/Ballas2/ballas2.mat b/Assets/Models/Characters/Quest4/Ballas2/ballas2.mat
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diff --git a/Assets/Scenes/Level_02.unity.meta b/Assets/Scenes/Level_02.unity.meta
new file mode 100644
index 0000000000000000000000000000000000000000..28b9d3cb04d3d6c1ef3772aa7adab0023ee39c31
--- /dev/null
+++ b/Assets/Scenes/Level_02.unity.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 67dea261497744d5b8ec1ac7fbc00f4e
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Scenes/Level_02/NavMesh.asset b/Assets/Scenes/Level_02/NavMesh.asset
new file mode 100644
index 0000000000000000000000000000000000000000..35f99ff3ebdc3e1c69b9af4bbf7999de2e727442
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diff --git a/Assets/Scenes/Level_02/NavMesh.asset.meta b/Assets/Scenes/Level_02/NavMesh.asset.meta
new file mode 100644
index 0000000000000000000000000000000000000000..6de47f429cc42c70d0019b53a964f70c7d8e3b9d
--- /dev/null
+++ b/Assets/Scenes/Level_02/NavMesh.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 1ad84c33f92a046ecaed07fd1e524d72
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 23800000
+  userData: 
+  assetBundleName: 
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diff --git a/Assets/Scripts/Enemy/EnemyAttack.cs b/Assets/Scripts/Enemy/EnemyAttack.cs
index 7cc84e5b4da983add8c7442bb99d55a479b28c06..13c2da53047dcf5a2647d62ebd6577bcfea57410 100644
--- a/Assets/Scripts/Enemy/EnemyAttack.cs
+++ b/Assets/Scripts/Enemy/EnemyAttack.cs
@@ -1,33 +1,27 @@
-using UnityEngine;
+using UnityEngine;
 using System.Collections;
 
 public class EnemyAttack : MonoBehaviour
 {
-    public float timeBetweenAttacks = 0.5f;
+    public float attackOffset = 0.5f;
     public int attackDamage = 10;
 
-
     Animator anim;
-    GameObject player, pet;
+    GameObject player;
     PlayerHealth playerHealth;
-    PetHealth petHealth;
     EnemyHealth enemyHealth;
-    EnemyMovement enemyMovement;
-    bool playerInRange, petInRange;
+    bool playerInRange;
     float timer;
+    bool animating;
 
 
     void Awake ()
     {
         player = GameObject.FindGameObjectWithTag ("Player");
         playerHealth = player.GetComponent <PlayerHealth> ();
-
-        pet = GameObject.FindGameObjectWithTag ("Pet");
-        petHealth = pet.GetComponent <PetHealth> ();
-
         enemyHealth = GetComponent<EnemyHealth>();
-        enemyMovement = GetComponent<EnemyMovement>();
         anim = GetComponent <Animator> ();
+        animating = false;
     }
 
     void OnTriggerEnter (Collider other)
@@ -37,11 +31,7 @@ public class EnemyAttack : MonoBehaviour
         {
             // ... the player is in range.
             playerInRange = true;
-        }
-        if(enemyMovement.isPetExist() && other.gameObject == pet && other.isTrigger == false)
-        {
-            // ... the player is in range.
-            petInRange = true;
+            anim.SetBool("IsNearPlayer", true);
         }
     }
 
@@ -52,49 +42,48 @@ public class EnemyAttack : MonoBehaviour
         {
             // ... the player is no longer in range.
             playerInRange = false;
-        }
-        if(enemyMovement.isPetExist() && other.gameObject == pet)
-        {
-            // ... the pet is in range.
-            petInRange = false;
+            timer = 0f;
+            animating = false;
+            anim.SetBool("IsNearPlayer", false);
         }
     }
 
 
     void Update ()
     {
-        timer += Time.deltaTime;
-
+        if (playerInRange) {
+            timer += Time.deltaTime;
+        }
         // If the timer exceeds the time between attacks, the player is in range and this enemy is alive...
-        if(timer >= timeBetweenAttacks && enemyHealth.currentHealth > 0)
+        if(animating == false && timer >= attackOffset && playerInRange && enemyHealth.currentHealth > 0)
         {
             // ... attack.
             Attack ();
         }
+        if (animating == true) {
+            if (timer >= anim.GetCurrentAnimatorStateInfo(0).length) {
+                animating = false;
+            }
+        }
 
         // If the player has zero or less health...
         if (playerHealth.currentHealth <= 0)
         {
             // ... tell the animator the player is dead.
-            anim.SetTrigger ("PlayerDead");
+            anim.SetBool("PlayerDead", true);
         }
     }
 
 
     void Attack ()
     {
-        timer = 0f;
-
-        // Get the attacked object (the nearest one)
-        Transform attacked = enemyMovement.getNearestAttackable();
-
-        if(attacked.gameObject == player && playerHealth.currentHealth > 0 && playerInRange)
-        {
-            playerHealth.TakeDamage (attackDamage);
-        }
-        else if (attacked.gameObject == pet && petHealth.currentHealth > 0 && petInRange)
+        // If the player has health to lose...
+        if (playerHealth.currentHealth > 0)
         {
-            petHealth.TakeDamage (attackDamage);
+            // ... damage the player.
+            playerHealth.TakeDamage(attackDamage);
         }
+        animating = true;
+        timer = 0f;
     }
 }
diff --git a/Assets/Scripts/Enemy/EnemyAttack.cs.meta b/Assets/Scripts/Enemy/EnemyAttack.cs.meta
index 8b227032e56ac6cbe5baeaba07313931a95eabe3..66ba946b55c8c530303d9ebe08edd5d559f88d10 100644
--- a/Assets/Scripts/Enemy/EnemyAttack.cs.meta
+++ b/Assets/Scripts/Enemy/EnemyAttack.cs.meta
@@ -1,8 +1,11 @@
 fileFormatVersion: 2
-guid: e15099f5ee559584089d5851df572def
+guid: 7743915e2c065414098737c560ad6458
 MonoImporter:
+  externalObjects: {}
   serializedVersion: 2
   defaultReferences: []
   executionOrder: 0
   icon: {instanceID: 0}
   userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Scripts/Enemy/EnemyHealth.cs b/Assets/Scripts/Enemy/EnemyHealth.cs
index fbd2764eae835ea4dfd9fa454b4c15d2ad98b45c..dd2c2c804ee6bf9858d90cdb4ed875eb0f353d6d 100644
--- a/Assets/Scripts/Enemy/EnemyHealth.cs
+++ b/Assets/Scripts/Enemy/EnemyHealth.cs
@@ -1,4 +1,4 @@
-using System;
+using System;
 using UnityEngine;
 
 public class EnemyHealth : MonoBehaviour
@@ -31,14 +31,14 @@ public class EnemyHealth : MonoBehaviour
 
     void Update ()
     {
-        if (isSinking)
-        {
-            transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime);
+        Debug.Log(currentHealth);
+        if (isDead && !anim.IsInTransition(0)) {
+            Destroy (gameObject, anim.GetCurrentAnimatorStateInfo(0).length + 1f);
         }
     }
 
 
-    public void TakeDamage (int amount, Vector3 hitPoint)
+    public void TakeDamage(int amount, Vector3 hitPoint)
     {
         if (isDead)
             return;
@@ -52,6 +52,7 @@ public class EnemyHealth : MonoBehaviour
 
         if (currentHealth <= 0)
         {
+            anim.SetBool("Dead", true);
             Death ();
         }
     }
@@ -59,26 +60,18 @@ public class EnemyHealth : MonoBehaviour
 
     void Death ()
     {
-        isDead = true;
-
         capsuleCollider.isTrigger = true;
 
-        anim.SetTrigger ("Dead");
-
         enemyAudio.clip = deathClip;
         enemyAudio.Play ();
+
+        ScoreManager.score += scoreValue;
+        isDead = true;
     }
 
 
-    public void StartSinking ()
+    public void StartSinking()
     {
-        // disable nav mesh agent
-        GetComponent<UnityEngine.AI.NavMeshAgent> ().enabled = false;
-
-        // Get rigidbody and set it to kinematic (since we use Translate to sink the enemy)
-        GetComponent<Rigidbody> ().isKinematic = true;
-        isSinking = true;
-        ScoreManager.score += scoreValue;
-        Destroy (gameObject, 2f);
+        
     }
 }
diff --git a/Assets/Scripts/Enemy/EnemyHealth.cs.meta b/Assets/Scripts/Enemy/EnemyHealth.cs.meta
index 38c2c3c110e3398eb737febec3840c0fa323bacf..643e2fc00f7d5a14ac21bcd344e14e5c5338c416 100644
--- a/Assets/Scripts/Enemy/EnemyHealth.cs.meta
+++ b/Assets/Scripts/Enemy/EnemyHealth.cs.meta
@@ -1,8 +1,11 @@
 fileFormatVersion: 2
-guid: a9b9d14572410594cb85d40eedfb150c
+guid: 3b26693bf84d940efa8a5f515b4110e0
 MonoImporter:
+  externalObjects: {}
   serializedVersion: 2
   defaultReferences: []
   executionOrder: 0
   icon: {instanceID: 0}
   userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Scripts/Enemy/EnemyMovement.cs b/Assets/Scripts/Enemy/EnemyMovement.cs
index ce9fa4a8dd6a813efb023533ccfb0f1922e3c648..cc8eba1242cf4bb217d2740b90904233d984d80a 100644
--- a/Assets/Scripts/Enemy/EnemyMovement.cs
+++ b/Assets/Scripts/Enemy/EnemyMovement.cs
@@ -1,16 +1,13 @@
-using UnityEngine;
+using UnityEngine;
 using System.Collections;
 
 public class EnemyMovement : MonoBehaviour
 {
-    Transform player, pet;
+    Transform player;
     PlayerHealth playerHealth;
     EnemyHealth enemyHealth;
-    PetHealth petHealth;
     UnityEngine.AI.NavMeshAgent nav;
 
-    float distToPlayer, distToPet;
-    bool petExist;
 
     private void Awake ()
     {
@@ -24,48 +21,13 @@ public class EnemyMovement : MonoBehaviour
 
     void Update ()
     {
-        // Put in "Update" to check if there is new pet exist in the scene (?)
-        GameObject petInScene = GameObject.FindGameObjectWithTag("Pet");
-
-        petExist = (petInScene != null) ? true : false;
-        if(petExist)
-        {
-            pet = GameObject.FindGameObjectWithTag("Pet").transform;
-            petHealth = pet.GetComponent <PetHealth> ();
-        }
-
         if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
         {
-            Transform nearestAttackable = getNearestAttackable();
-            nav.SetDestination(nearestAttackable.position);
+            nav.SetDestination (player.position);
         }
         else
         {
            nav.enabled = false;
         }
     }
-
-    public Transform getNearestAttackable ()
-    {
-        if(petExist && petHealth.currentHealth > 0)
-        {
-            distToPlayer = Vector3.Distance(gameObject.transform.position, player.position);
-            distToPet = Vector3.Distance(gameObject.transform.position, pet.position);
-
-            if(distToPlayer > distToPet)
-            {
-                return pet;
-            }
-            else
-            {
-                return player;
-            }
-        }
-        return player;
-    }
-
-    public bool isPetExist()
-    {
-        return petExist;
-    }
 }
diff --git a/Assets/Scripts/Enemy/EnemyMovement.cs.meta b/Assets/Scripts/Enemy/EnemyMovement.cs.meta
index caaa6658c6810c4366c54faacc18fb8bbddaeb77..91665d354ee2a2396357e6c237a48ddd0d2729f9 100644
--- a/Assets/Scripts/Enemy/EnemyMovement.cs.meta
+++ b/Assets/Scripts/Enemy/EnemyMovement.cs.meta
@@ -1,8 +1,11 @@
 fileFormatVersion: 2
-guid: 94f6618a0da65fa45b24d5105d5d8422
+guid: 77bfe5952477444b3a2b8b150cab53cd
 MonoImporter:
+  externalObjects: {}
   serializedVersion: 2
   defaultReferences: []
   executionOrder: 0
   icon: {instanceID: 0}
   userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Scripts/Quest1/Q1EnemyAttack.cs b/Assets/Scripts/Quest1/Q1EnemyAttack.cs
deleted file mode 100644
index d6f7a6183e68579d93c1d154d2a00f0c63e73ff7..0000000000000000000000000000000000000000
--- a/Assets/Scripts/Quest1/Q1EnemyAttack.cs
+++ /dev/null
@@ -1,89 +0,0 @@
-using UnityEngine;
-using System.Collections;
-
-public class Q1EnemyAttack : MonoBehaviour
-{
-    public float timeBetweenAttacks = 0.5f;
-    public int attackDamage = 10;
-
-    Animator anim;
-    GameObject player;
-    PlayerHealth playerHealth;
-    Q1EnemyHealth enemyHealth;
-    bool playerInRange;
-    float timer;
-    bool animating;
-
-
-    void Awake ()
-    {
-        player = GameObject.FindGameObjectWithTag ("Player");
-        playerHealth = player.GetComponent <PlayerHealth> ();
-        enemyHealth = GetComponent<Q1EnemyHealth>();
-        anim = GetComponent <Animator> ();
-        animating = false;
-    }
-
-    void OnTriggerEnter (Collider other)
-    {
-        // If the entering collider is the player...
-        if(other.gameObject == player && other.isTrigger == false)
-        {
-            // ... the player is in range.
-            playerInRange = true;
-            anim.SetBool("IsNearPlayer", true);
-        }
-    }
-
-    void OnTriggerExit (Collider other)
-    {
-        // If the exiting collider is the player...
-        if(other.gameObject == player)
-        {
-            // ... the player is no longer in range.
-            playerInRange = false;
-            timer = 0f;
-            animating = false;
-            anim.SetBool("IsNearPlayer", false);
-        }
-    }
-
-
-    void Update ()
-    {
-        if (playerInRange) {
-            timer += Time.deltaTime;
-        }
-        // If the timer exceeds the time between attacks, the player is in range and this enemy is alive...
-        if(animating == false && timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0)
-        {
-            // ... attack.
-            Attack ();
-        }
-        if (animating == true) {
-            if (timer >= anim.GetCurrentAnimatorStateInfo(0).length) {
-                animating = false;
-            }
-        }
-
-        // If the player has zero or less health...
-        if (playerHealth.currentHealth <= 0)
-        {
-            // ... tell the animator the player is dead.
-            anim.SetBool("PlayerDead", true);
-        }
-    }
-
-
-    void Attack ()
-    {
-        // If the player has health to lose...
-        if (playerHealth.currentHealth > 0)
-        {
-            // ... damage the player.
-            playerHealth.TakeDamage(attackDamage);
-        }
-        animating = true;
-        timer = 0f;
-    }
-}
diff --git a/Assets/Scripts/Quest1/Q1EnemyAttack.cs.meta b/Assets/Scripts/Quest1/Q1EnemyAttack.cs.meta
deleted file mode 100644
index 66ba946b55c8c530303d9ebe08edd5d559f88d10..0000000000000000000000000000000000000000
--- a/Assets/Scripts/Quest1/Q1EnemyAttack.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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diff --git a/Assets/Scripts/Quest1/Q1EnemyHealth.cs b/Assets/Scripts/Quest1/Q1EnemyHealth.cs
deleted file mode 100644
index 4f1de6c4d7fd5d07ff9adf69dbf29f47e83f3a04..0000000000000000000000000000000000000000
--- a/Assets/Scripts/Quest1/Q1EnemyHealth.cs
+++ /dev/null
@@ -1,77 +0,0 @@
-using System;
-using UnityEngine;
-
-public class Q1EnemyHealth : MonoBehaviour
-{
-    public int startingHealth = 100;
-    public int currentHealth;
-    public float sinkSpeed = 2.5f;
-    public int scoreValue = 10;
-    public AudioClip deathClip;
-
-
-    Animator anim;
-    AudioSource enemyAudio;
-    ParticleSystem hitParticles;
-    CapsuleCollider capsuleCollider;
-    bool isDead;
-    bool isSinking;
-
-
-    void Awake ()
-    {
-        anim = GetComponent <Animator> ();
-        enemyAudio = GetComponent <AudioSource> ();
-        hitParticles = GetComponentInChildren <ParticleSystem> ();
-        capsuleCollider = GetComponent <CapsuleCollider> ();
-
-        currentHealth = startingHealth;
-    }
-
-
-    void Update ()
-    {
-        Debug.Log(currentHealth);
-        if (isDead && !anim.IsInTransition(0)) {
-            Destroy (gameObject, anim.GetCurrentAnimatorStateInfo(0).length + 1f);
-        }
-    }
-
-
-    public void TakeDamage(int amount, Vector3 hitPoint)
-    {
-        if (isDead)
-            return;
-
-        enemyAudio.Play ();
-
-        currentHealth -= amount;
-
-        hitParticles.transform.position = hitPoint;
-        hitParticles.Play();
-
-        if (currentHealth <= 0)
-        {
-            anim.SetBool("Dead", true);
-            Death ();
-        }
-    }
-
-
-    void Death ()
-    {
-        capsuleCollider.isTrigger = true;
-
-        enemyAudio.clip = deathClip;
-        enemyAudio.Play ();
-
-        ScoreManager.score += scoreValue;
-        isDead = true;
-    }
-
-
-    public void StartSinking()
-    {
-        
-    }
-}
diff --git a/Assets/Scripts/Quest1/Q1EnemyHealth.cs.meta b/Assets/Scripts/Quest1/Q1EnemyHealth.cs.meta
deleted file mode 100644
index 643e2fc00f7d5a14ac21bcd344e14e5c5338c416..0000000000000000000000000000000000000000
--- a/Assets/Scripts/Quest1/Q1EnemyHealth.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 3b26693bf84d940efa8a5f515b4110e0
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 
diff --git a/Assets/Scripts/Quest1/Q1EnemyMovement.cs b/Assets/Scripts/Quest1/Q1EnemyMovement.cs
deleted file mode 100644
index 03bfd3b5bdc1038a6f35ca4fafcae6ac0465c094..0000000000000000000000000000000000000000
--- a/Assets/Scripts/Quest1/Q1EnemyMovement.cs
+++ /dev/null
@@ -1,33 +0,0 @@
-using UnityEngine;
-using System.Collections;
-
-public class Q1EnemyMovement : MonoBehaviour
-{
-    Transform player;
-    PlayerHealth playerHealth;
-    Q1EnemyHealth enemyHealth;
-    UnityEngine.AI.NavMeshAgent nav;
-
-
-    private void Awake ()
-    {
-        player = GameObject.FindGameObjectWithTag ("Player").transform;
-
-        playerHealth = player.GetComponent <PlayerHealth> ();
-        enemyHealth = GetComponent <Q1EnemyHealth> ();
-        nav = GetComponent <UnityEngine.AI.NavMeshAgent> ();
-    }
-
-
-    void Update ()
-    {
-        if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
-        {
-            nav.SetDestination (player.position);
-        }
-        else
-        {
-           nav.enabled = false;
-        }
-    }
-}
diff --git a/Assets/Scripts/Quest1/Q1EnemyMovement.cs.meta b/Assets/Scripts/Quest1/Q1EnemyMovement.cs.meta
deleted file mode 100644
index 91665d354ee2a2396357e6c237a48ddd0d2729f9..0000000000000000000000000000000000000000
--- a/Assets/Scripts/Quest1/Q1EnemyMovement.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 77bfe5952477444b3a2b8b150cab53cd
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
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-  icon: {instanceID: 0}
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diff --git a/Assets/Scripts/Quest2.meta b/Assets/Scripts/Quest2.meta
new file mode 100644
index 0000000000000000000000000000000000000000..5584c5bf9b9dc241350388335aad6333322c45c0
--- /dev/null
+++ b/Assets/Scripts/Quest2.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 86b58be0ff0bd40c0927dd61ec074535
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Scripts/Weapon/Arrow.cs b/Assets/Scripts/Weapon/Arrow.cs
index 2f44d2a548818de50442aeb10bfb1cf67cfcdb00..5687b18c2f23983b916ab4d3570c0c2cc962a741 100644
--- a/Assets/Scripts/Weapon/Arrow.cs
+++ b/Assets/Scripts/Weapon/Arrow.cs
@@ -21,23 +21,10 @@ public class Arrow : MonoBehaviour
     {
         if (rb != null)
         {
-            if (other.gameObject.tag == "EnemyQ1")
-            {
-                Q1EnemyHealth enemyHealth = other.gameObject.GetComponent<Q1EnemyHealth>();
-                float velocity = rb.velocity.magnitude;
-                int damage = baseDamage + Mathf.RoundToInt(velocity * damageMultiplier);
-                enemyHealth.TakeDamage(damage, gameObject.transform.position);
-            }
-            else
-            {
-                EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>();
-                if (enemyHealth != null)
-                {
-                    float velocity = rb.velocity.magnitude;
-                    int damage = baseDamage + Mathf.RoundToInt(velocity * damageMultiplier);
-                    enemyHealth.TakeDamage(damage, gameObject.transform.position);
-                }
-            }
+            EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>();
+            float velocity = rb.velocity.magnitude;
+            int damage = baseDamage + Mathf.RoundToInt(velocity * damageMultiplier);
+            enemyHealth.TakeDamage(damage, gameObject.transform.position);
         }
         Destroy(rb);
     }
diff --git a/Assets/Scripts/Weapon/DefaultShooting.cs b/Assets/Scripts/Weapon/DefaultShooting.cs
index fe0c40d97e45bbc9981bea42dccb01817e625c81..eeceb8a489422cd1cdca2a4d4c0da85509457e57 100644
--- a/Assets/Scripts/Weapon/DefaultShooting.cs
+++ b/Assets/Scripts/Weapon/DefaultShooting.cs
@@ -102,27 +102,13 @@ public class DefaultShooting : MonoBehaviour
         // Check if raycast hits something
         if (Physics.Raycast(shootRay, out shootHit, range, shootableMask))
         {
-            if (shootHit.collider.gameObject.tag == "EnemyQ1")
-            {
-                // Get EnemyHealth component from hit object
-                Q1EnemyHealth enemyHealth = shootHit.collider.GetComponent<Q1EnemyHealth>();
-
-                // If EnemyHealth component exists, take damage
-                if (enemyHealth != null)
-                {
-                    enemyHealth.TakeDamage(damagePerShot, shootHit.point);
-                }
-            }
-            else
+            // Get EnemyHealth component from hit object
+            EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>();
+
+            // If EnemyHealth component exists, take damage
+            if (enemyHealth != null)
             {
-                // Get EnemyHealth component from hit object
-                EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>();
-
-                // If EnemyHealth component exists, take damage
-                if (enemyHealth != null)
-                {
-                    enemyHealth.TakeDamage(damagePerShot, shootHit.point);
-                }
+                enemyHealth.TakeDamage(damagePerShot, shootHit.point);
             }
 
             // Set end point of line renderer to hit point
diff --git a/Assets/Scripts/Weapon/ShotgunShooting.cs b/Assets/Scripts/Weapon/ShotgunShooting.cs
index 30efaaa8f43040483d453d2e035bb8b350bb9cf3..dfb0306a37d56a152d32e12a94fd6c4d912492f1 100644
--- a/Assets/Scripts/Weapon/ShotgunShooting.cs
+++ b/Assets/Scripts/Weapon/ShotgunShooting.cs
@@ -127,27 +127,13 @@ public class ShotgunShooting : MonoBehaviour
         // Check if raycast hits something
         if (Physics.Raycast(shootRay, out shootHit, range, shootableMask))
         {
-            if (shootHit.collider.gameObject.tag == "EnemyQ1")
-            {
-                // Get EnemyHealth component from hit object
-                Q1EnemyHealth enemyHealth = shootHit.collider.GetComponent<Q1EnemyHealth>();
-
-                // If EnemyHealth component exists, take damage
-                if (enemyHealth != null)
-                {
-                    enemyHealth.TakeDamage(damagePerShot, shootHit.point);
-                }
-            }
-            else
+            // Get EnemyHealth component from hit object
+            EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>();
+
+            // If EnemyHealth component exists, take damage
+            if (enemyHealth != null)
             {
-                // Get EnemyHealth component from hit object
-                EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>();
-
-                // If EnemyHealth component exists, take damage
-                if (enemyHealth != null)
-                {
-                    enemyHealth.TakeDamage(damagePerShot, shootHit.point);
-                }
+                enemyHealth.TakeDamage(damagePerShot, shootHit.point);
             }
 
             // Set end point of line renderer to hit point
diff --git a/Assets/Scripts/Weapon/Slash.cs b/Assets/Scripts/Weapon/Slash.cs
index ed24374a751dc7c0179057eae7f19f8cd1b70bf5..b85aa9ac3d5a5a524c3a803a98be1466e99472e7 100644
--- a/Assets/Scripts/Weapon/Slash.cs
+++ b/Assets/Scripts/Weapon/Slash.cs
@@ -30,20 +30,8 @@ public class Slash : MonoBehaviour
 
     private void OnTriggerEnter(Collider other)
     {
-        if (other.gameObject.tag == "EnemyQ1")
-        {
-            Q1EnemyHealth enemyHealth = other.gameObject.GetComponent<Q1EnemyHealth>();
-            int damage = baseDamage;
-            enemyHealth.TakeDamage(damage, gameObject.transform.position);
-        }
-        else
-        {
-            EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>();
-            int damage = baseDamage;
-            if (enemyHealth != null)
-            {
-                enemyHealth.TakeDamage(damage, other.gameObject.transform.position);
-            }
-        }
+        EnemyHealth enemyHealth = other.gameObject.GetComponent<EnemyHealth>();
+        int damage = baseDamage;
+        enemyHealth.TakeDamage(damage, gameObject.transform.position);
     }
 }