diff --git a/Assets/Prefabs/Enemies/ZomBoss.prefab b/Assets/Prefabs/Enemies/ZomBoss.prefab
index 52f2956f6d32f4fd398be6c87b651626c80b91e3..e8bc27fcc8ff152599dffd083ec4f08930ac4f28 100644
--- a/Assets/Prefabs/Enemies/ZomBoss.prefab
+++ b/Assets/Prefabs/Enemies/ZomBoss.prefab
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   m_Name: ZomBoss
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diff --git a/Assets/Scenes/Level01.unity b/Assets/Scenes/Level01.unity
index ca6283f26441b8a1e6beae6e84a89f8e2c082e7f..1bdb5b6b76b9643abc20dc3bb524a0f5a0ee77fd 100644
--- a/Assets/Scenes/Level01.unity
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+  - {fileID: 840882473}
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+  delayBeforeReturnToMainMenu: 9
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@@ -7453,7 +7428,7 @@ GameObject:
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+  m_IsActive: 1
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@@ -11818,7 +11792,7 @@ MonoBehaviour:
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     m_PersistentCalls:
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+      - m_Target: {fileID: 564408470}
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   completedText: {fileID: 2023060740}
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 GameObject:
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diff --git a/Assets/Scenes/Level02.unity b/Assets/Scenes/Level02.unity
index faf5c61f773f54e378b814989d5645e6833362ae..7fd3909de5265632a0072286374c6ecae65d6b5b 100644
--- a/Assets/Scenes/Level02.unity
+++ b/Assets/Scenes/Level02.unity
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@@ -5124,6 +5077,7 @@ GameObject:
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   - component: {fileID: 564408469}
   - component: {fileID: 564408468}
+  - component: {fileID: 564408470}
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   progress: {fileID: 960047557}
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+--- !u!114 &564408470
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+  - {fileID: 840882473}
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+  delayBeforeReturnToMainMenu: 9
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+      - m_Target: {fileID: 564408470}
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@@ -16210,7 +16184,7 @@ MonoBehaviour:
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diff --git a/Assets/Scenes/Level03.unity b/Assets/Scenes/Level03.unity
index 86982f82cbf5e08848a9426644c495a2932b0291..ebbcdeb7a1e261ce073459cb213fcb9dd87dc90d 100644
--- a/Assets/Scenes/Level03.unity
+++ b/Assets/Scenes/Level03.unity
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   - component: {fileID: 564408470}
   - component: {fileID: 564408471}
+  - component: {fileID: 564408472}
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   m_TagString: Untagged
@@ -4854,6 +4808,27 @@ MonoBehaviour:
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+--- !u!114 &564408472
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+  - {fileID: 1953354584}
+  - {fileID: 307935221}
+  - {fileID: 840882473}
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+  delayBeforeReturnToMainMenu: 9
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+      - m_Target: {fileID: 564408472}
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diff --git a/Assets/Scenes/Level04.unity b/Assets/Scenes/Level04.unity
index 58df33002c1c5b11aa20950cd35e78b77944374a..ff3f165e49c76a24d519e240644c283656db4b47 100644
--- a/Assets/Scenes/Level04.unity
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@@ -614,7 +614,7 @@ MonoBehaviour:
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   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 0
+  m_IsActive: 1
 --- !u!114 &1935635698
 MonoBehaviour:
   m_ObjectHideFlags: 0
@@ -16445,7 +16410,7 @@ MonoBehaviour:
   starText: {fileID: 374433001}
   completedText: {fileID: 2023060740}
   timeTextParent: {fileID: 1683328810}
-  nextButtonCanvas: {fileID: 1935635697}
+  nextButton: {fileID: 840393620}
 --- !u!1 &1978917666
 GameObject:
   m_ObjectHideFlags: 0
diff --git a/Assets/Scripts/Managers/GameOverManager.cs b/Assets/Scripts/Managers/GameOverManager.cs
index 9fd4cf45f8705c1c14c9323ed2d6b8416bc89199..6eb8a464d542656d5df3bee0651434c586353754 100644
--- a/Assets/Scripts/Managers/GameOverManager.cs
+++ b/Assets/Scripts/Managers/GameOverManager.cs
@@ -1,6 +1,4 @@
-using System.Collections;
-using System.Threading;
-using UnityEngine;
+using UnityEngine;
 using UnityEngine.SceneManagement;
 
 namespace Nightmare
@@ -9,7 +7,12 @@ namespace Nightmare
     {
         public PlayerHealth player;
         public Canvas gameOverCanvas;
+        public GameObject[] hideCanvases;
         public float delayBeforeGameOver = 3f; // Delay in seconds
+        public float delayBeforeReturnToMainMenu = 9f; // Delay in seconds before returning to main menu
+
+        private float gameOverTimer = 0f;
+        private float returnToMainMenuTimer = 0f;
 
         void Awake()
         {
@@ -18,27 +21,46 @@ namespace Nightmare
 
         void Update()
         {
-            // Check if the player's health is dead
-            if (player.isDead)
+            if (player.isDead && gameOverTimer <= 0f)
             {
+                gameOverTimer = delayBeforeGameOver;
                 // Perform actions for game over (reset level, display game over screen, etc.)
-                StartCoroutine(ShowGameOverCanvasWithDelay(delayBeforeGameOver));
+                ShowGameOverCanvas();
             }
-        }
 
-        IEnumerator ShowGameOverCanvasWithDelay(float delay)
-        {
-            yield return new WaitForSeconds(delay);
-            ShowGameOverCanvas();
+            if (gameOverTimer > 0f)
+            {
+                gameOverTimer -= Time.deltaTime;
+                if (gameOverTimer <= 0f)
+                {
+                    returnToMainMenuTimer = delayBeforeReturnToMainMenu;
+                    GoToMainMenu();
+                }
+            }
+
+            if (returnToMainMenuTimer > 0f)
+            {
+                returnToMainMenuTimer -= Time.deltaTime;
+                if (returnToMainMenuTimer <= 0f)
+                {
+                    GoToMainMenu();
+                }
+            }
         }
 
-        void ShowGameOverCanvas()
+        public void ShowGameOverCanvas()
         {
+            foreach (GameObject canvas in hideCanvases)
+            {
+                canvas.SetActive(false);
+            }
             gameOverCanvas.gameObject.SetActive(true);
         }
 
         public void ResetLevel()
         {
+            gameOverTimer = 0f;
+            returnToMainMenuTimer = 0f;
             CurrentStateData.SetCurrentStar(0);
             player.ResetPlayer();
             SceneManager.LoadScene("Level01");
@@ -46,6 +68,10 @@ namespace Nightmare
 
         public void GoToMainMenu()
         {
+            gameOverTimer = 0f;
+            returnToMainMenuTimer = 0f;
+            CurrentStateData.SetCurrentStar(0);
+            player.ResetPlayer();
             SceneManager.LoadScene("MainMenu");
         }
     }
diff --git a/Assets/Scripts/Managers/HUDCanvasManager.cs b/Assets/Scripts/Managers/HUDCanvasManager.cs
index 3ba79b2a92d166256d1dc3b762ff5653d330f33f..9adf47e8107570c70323f21118e14e6a00182de2 100644
--- a/Assets/Scripts/Managers/HUDCanvasManager.cs
+++ b/Assets/Scripts/Managers/HUDCanvasManager.cs
@@ -8,7 +8,7 @@ namespace Nightmare
         public TMP_Text starText;
         public TMP_Text completedText;
         public GameObject timeTextParent;
-        public GameObject nextButtonCanvas;
+        public GameObject nextButton;
 
         void Start()
         {
@@ -26,7 +26,7 @@ namespace Nightmare
             starText.text = "My Star: " + CurrentStateData.GetCurrentStar();
             completedText.gameObject.SetActive(isQuestCompleted);
             timeTextParent.SetActive(!isQuestCompleted);
-            nextButtonCanvas.SetActive(isQuestCompleted);
+            nextButton.SetActive(isQuestCompleted);
         }
     }
 }
diff --git a/Assets/Scripts/Managers/NextSceneManager.cs b/Assets/Scripts/Managers/NextSceneManager.cs
index f9d5f02df0d849f9c910b0e32dd5a95339960b3a..ececd138ea6cc337307f545b7855b40e70d63c42 100644
--- a/Assets/Scripts/Managers/NextSceneManager.cs
+++ b/Assets/Scripts/Managers/NextSceneManager.cs
@@ -28,6 +28,7 @@ namespace Nightmare
 
         public void NextWithoutSave()
         {
+            QuestManager.ClearObjectives();
             CurrentStateData.ChangeScene(scene);
             SceneManager.LoadScene(scene);
         }
diff --git a/Assets/Scripts/Managers/QuestManager.cs b/Assets/Scripts/Managers/QuestManager.cs
index 3ee0dbd76a5f7ec77f49727551b108a8f2020950..22d995f56379da5020b1cf698c7b31d1eff0ea63 100644
--- a/Assets/Scripts/Managers/QuestManager.cs
+++ b/Assets/Scripts/Managers/QuestManager.cs
@@ -7,6 +7,7 @@ namespace Nightmare
     {
         private static List<EnemyObjectiveManager> _enemyObjectiveManagers = new List<EnemyObjectiveManager>();
         private static TimeObjectiveManager _timeObjectiveManager;
+        private static GameOverManager _gameOverManager;
 
         public int rewardCompletion;
         private bool _added;
@@ -15,6 +16,7 @@ namespace Nightmare
         {
             _enemyObjectiveManagers.AddRange(GetComponents<EnemyObjectiveManager>());
             _timeObjectiveManager = GetComponent<TimeObjectiveManager>();
+            _gameOverManager = GetComponent<GameOverManager>();
         }
 
         private void Update()
@@ -46,7 +48,18 @@ namespace Nightmare
         {
             if (_timeObjectiveManager != null && _timeObjectiveManager.IsCompleted())
             {
-                return true;  // If time objective is completed, return true immediately.
+                if (_enemyObjectiveManagers.Count != 0) // If there are enemy objectives
+                {
+                    _gameOverManager!.player.isDead = true;
+                    return false;
+                }
+
+                if (_gameOverManager!.player.isDead)
+                {
+                    return false;
+                }
+
+                return true; // If time objective is completed, return true immediately.
             }
 
             if (_enemyObjectiveManagers.Count != 0) // If there are enemy objectives
@@ -58,9 +71,13 @@ namespace Nightmare
                 }
                 return enemiesCompleted;  // Return the status of enemy objectives.
             }
+            
+            return false;
+        }
 
-            return false;  // Default return if no enemy objectives and time objective is not completed.
-
+        public static void ClearObjectives()
+        {
+            _enemyObjectiveManagers.Clear();
         }
     }
 }
diff --git a/Assets/Scripts/Player/PlayerHealth.cs b/Assets/Scripts/Player/PlayerHealth.cs
index 5c6c6961e7fd6f4e42d1f178304d66dadd0058dc..f1f60909723981b68b4f92b0c95c517d262a2d4c 100644
--- a/Assets/Scripts/Player/PlayerHealth.cs
+++ b/Assets/Scripts/Player/PlayerHealth.cs
@@ -45,7 +45,6 @@ namespace Nightmare
             anim.SetBool("IsDead", false);
         }
 
-
         void Update()
         {
             // If the player has just been damaged...
@@ -63,8 +62,12 @@ namespace Nightmare
 
             // Reset the damaged flag.
             damaged = false;
-        }
 
+            if (isDead)
+            {
+                Death();
+            }
+        }
 
         public void TakeDamage(int amount)
         {
@@ -95,6 +98,7 @@ namespace Nightmare
         {
             // Set the death flag so this function won't be called again.
             isDead = true;
+            currentHealth = 0;
 
             // Turn off any remaining shooting effects.
             playerShooting.DisableEffects();
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index d2a281b072bc000e18f17175c3e1b775b93b86e2..22041d6ee6bc0544381a66b472b4214c60a8da54 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -8,6 +8,7 @@ TagManager:
   - Hellephant
   - ZomBear
   - ZomBunny
+  - ZomBoss
   layers:
   - Default
   - TransparentFX