diff --git a/Assets/Prefabs/Enemies/ZomBunny.prefab b/Assets/Prefabs/Enemies/ZomBunny.prefab
index 9432464cccbbc2d84016b7d91edc9de9d72674a0..28c046dacdeb4f716461a040934130bcafb64892 100644
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diff --git a/Assets/Prefabs/Player.prefab b/Assets/Prefabs/Player.prefab
index 73c140b6014f6f796479935df6f6d9abf2b9a671..5a6d66409a825e1bb95ac1d49f28e25b8e7ee87e 100644
--- a/Assets/Prefabs/Player.prefab
+++ b/Assets/Prefabs/Player.prefab
@@ -10,7 +10,7 @@ GameObject:
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diff --git a/Assets/Scripts/Enemy/EnemyShotgun.cs b/Assets/Scripts/Enemy/EnemyShotgun.cs
new file mode 100644
index 0000000000000000000000000000000000000000..770aa6aa5b18c431d1b19e075c62127b9a019cf1
--- /dev/null
+++ b/Assets/Scripts/Enemy/EnemyShotgun.cs
@@ -0,0 +1,177 @@
+using UnityEngine;
+using UnityEngine.Events;
+using System.Text;
+using UnitySampleAssets.CrossPlatformInput;
+using System;
+using System.Collections.Generic;
+
+namespace Nightmare
+{
+    public class EnemyShotgun : PausibleObject
+    {
+        public int damagePerShot = 5;
+        public int bullets = 6;
+        public float timeBetweenBullets = 0.15f;
+        public float range = 100f;
+        public float autoShootInterval = 5f; // Time interval between automatic shots
+
+        private float autoShootTimer = 0f; // Timer to track automatic shooting
+
+        float timer;
+        Ray shootRay = new Ray();
+        RaycastHit shootHit;
+        int shootableMask;
+        ParticleSystem gunParticles;
+        LineRenderer gunLine;
+        AudioSource gunAudio;
+        Light gunLight;
+        public Light faceLight;
+        float effectsDisplayTime = 0.2f;
+        float multiplier;
+
+        private UnityAction listener;
+        private List<GameObject> lineRendererList = new List<GameObject>();
+
+        void Awake()
+        {
+            // Create a layer mask for the Shootable layer.
+            shootableMask = LayerMask.GetMask("Shootable", "Player");
+
+            // Set up the references.
+            gunParticles = GetComponent<ParticleSystem>();
+            gunLine = GetComponent<LineRenderer>();
+            gunAudio = GetComponent<AudioSource>();
+            gunLight = GetComponent<Light>();
+            multiplier = CurrentStateData.GetMultiplier();
+            //faceLight = GetComponentInChildren<Light> ();
+
+            StartPausible();
+        }
+
+        void OnDestroy()
+        {
+            StopPausible();
+        }
+
+        void Update()
+        {
+            if (isPaused)
+                return;
+
+            // Add the time since Update was last called to the timer.
+            timer += Time.deltaTime;
+            autoShootTimer += Time.deltaTime;
+
+#if !MOBILE_INPUT
+            if (timer >= timeBetweenBullets && Time.timeScale != 0)
+            {
+                
+                if (autoShootTimer >= autoShootInterval)
+                {
+                    if (QuestManager.IsQuestCompleted())
+                    {
+                        return;
+                    }
+                    // ... shoot the gun.
+                    autoShootTimer = 0f;
+                    Shoot();
+                }
+            }
+
+#else
+            // If there is input on the shoot direction stick and it's time to fire...
+            if ((CrossPlatformInputManager.GetAxisRaw("Mouse X") != 0 || CrossPlatformInputManager.GetAxisRaw("Mouse Y") != 0) && timer >= timeBetweenBullets)
+            {
+                // ... shoot the gun
+                Shoot();
+            }
+#endif
+            // If the timer has exceeded the proportion of timeBetweenBullets that the effects should be displayed for...
+            if (timer >= timeBetweenBullets * effectsDisplayTime)
+            {
+                // ... disable the effects.
+                DisableEffects();
+            }
+        }
+
+
+        public void DisableEffects()
+        {
+            // Disable the line renderer and the light.
+            gunLine.enabled = false;
+            faceLight.enabled = false;
+            gunLight.enabled = false;
+            lineRendererList.ForEach((lineRenderer) =>
+            {
+                Destroy(lineRenderer);
+            });
+            lineRendererList.Clear();
+        }
+
+
+        private void Shoot()
+        {
+            timer = 0f;
+            gunParticles.Stop();
+            gunParticles.Play();
+            gunLight.enabled = true;
+            gunAudio.Play();
+
+            var position = transform.position;
+            shootRay.origin = position;
+
+            for (var i = 0; i < 7; i++)
+            {
+                GameObject obj = new GameObject("Line");
+                var lineRenderer = obj.AddComponent<LineRenderer>();
+                lineRenderer.startWidth = 0.05f;
+                lineRenderer.endWidth = 0.05f;
+                lineRenderer.SetPosition(0, position);
+
+                // Create a material with the desired color
+                Material lineMaterial = new Material(Shader.Find("Sprites/Default"));
+                lineMaterial.color = Color.yellow;  // Change this color to your desired color
+
+                // Assign the material to the LineRenderer
+                lineRenderer.material = lineMaterial;
+
+                var forward = transform.forward;
+                var direction = forward + UnityEngine.Random.insideUnitSphere * 0.15f;
+                shootRay.direction = direction;
+
+                if (Physics.Raycast(shootRay, out shootHit, range, shootableMask))
+                {
+                    var playerHealth = shootHit.collider.GetComponent<PlayerHealth>();
+
+                    if (playerHealth)
+                    {
+                        multiplier = CurrentStateData.GetMultiplier();
+                        var distance = Vector3.Distance(transform.position, shootHit.point);
+                        var damageDistanceFactor = 1f - Mathf.Clamp01(distance / 20f);
+                        var damage = Mathf.RoundToInt(damagePerShot * damageDistanceFactor);
+                        playerHealth.TakeDamage(Mathf.RoundToInt(damage));
+                    }
+
+                    lineRenderer.SetPosition(1, shootHit.point);
+                    lineRendererList.Add(obj);
+                }
+                else
+                {
+                    lineRenderer.SetPosition(1, shootRay.origin + shootRay.direction * range);
+                    lineRendererList.Add(obj);
+                }
+            }
+        }
+
+        private void ChangeGunLine(float midPoint)
+        {
+            AnimationCurve curve = new AnimationCurve();
+
+            curve.AddKey(0f, 0f);
+            curve.AddKey(midPoint, 0.5f);
+            curve.AddKey(1f, 1f);
+
+            gunLine.widthCurve = curve;
+        }
+    }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Enemy/EnemyShotgun.cs.meta b/Assets/Scripts/Enemy/EnemyShotgun.cs.meta
new file mode 100644
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