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diff --git a/Assets/Models/Characters/Quest2/Ironman/Standing Walk Forward.fbx b/Assets/Models/Characters/Quest2/Ironman/Standing Walk Forward.fbx
new file mode 100644
index 0000000000000000000000000000000000000000..1572495f3dc33b91e14128bb09f1947b2ebfc922
--- /dev/null
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diff --git a/Assets/Prefabs/EnemyQuest2/Ironman.prefab b/Assets/Prefabs/EnemyQuest2/Ironman.prefab
index 771fc402c4bd7630ca94a1541e45f9f5f27fd25f..08a45833d1afbea43f5a70bf213e626ace97b17c 100644
--- a/Assets/Prefabs/EnemyQuest2/Ironman.prefab
+++ b/Assets/Prefabs/EnemyQuest2/Ironman.prefab
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diff --git a/Assets/Scripts/Camera/MouseTarget.cs b/Assets/Scripts/Camera/MouseTarget.cs
index b0eaeda44d38782891140115eff86c732da3b85f..4fa179a06d34b37c752f05059beb017b021055c8 100644
--- a/Assets/Scripts/Camera/MouseTarget.cs
+++ b/Assets/Scripts/Camera/MouseTarget.cs
@@ -14,8 +14,7 @@ public class MouseTarget : MonoBehaviour
         cameraTransform = Camera.main.transform;
         shootRay.origin = cameraTransform.position;
         shootRay.direction = cameraTransform.forward;
-        Debug.Log("MouseTarget: " + shootRay.origin + " " + shootRay.direction);
-        
+                
         if (Physics.Raycast(shootRay, out hit, 100, layerMask))
         {
             transform.position = hit.point;
diff --git a/Assets/Scripts/Enemy/EnemyHealth.cs b/Assets/Scripts/Enemy/EnemyHealth.cs
index dd2c2c804ee6bf9858d90cdb4ed875eb0f353d6d..155d4298fde5fe2cc73a69b33e4440e027aa64e1 100644
--- a/Assets/Scripts/Enemy/EnemyHealth.cs
+++ b/Assets/Scripts/Enemy/EnemyHealth.cs
@@ -31,7 +31,6 @@ public class EnemyHealth : MonoBehaviour
 
     void Update ()
     {
-        Debug.Log(currentHealth);
         if (isDead && !anim.IsInTransition(0)) {
             Destroy (gameObject, anim.GetCurrentAnimatorStateInfo(0).length + 1f);
         }
diff --git a/Assets/Scripts/Enemy/EnemyMovement.cs b/Assets/Scripts/Enemy/EnemyMovement.cs
index cc8eba1242cf4bb217d2740b90904233d984d80a..66f3681d1ebdeb3a7fb397b54077c1a14ade4953 100644
--- a/Assets/Scripts/Enemy/EnemyMovement.cs
+++ b/Assets/Scripts/Enemy/EnemyMovement.cs
@@ -4,9 +4,12 @@ using System.Collections;
 public class EnemyMovement : MonoBehaviour
 {
     Transform player;
+    Transform enemy;
     PlayerHealth playerHealth;
     EnemyHealth enemyHealth;
     UnityEngine.AI.NavMeshAgent nav;
+    Animator anim;
+    Vector3 navVelocity;
 
 
     private void Awake ()
@@ -16,6 +19,9 @@ public class EnemyMovement : MonoBehaviour
         playerHealth = player.GetComponent <PlayerHealth> ();
         enemyHealth = GetComponent <EnemyHealth> ();
         nav = GetComponent <UnityEngine.AI.NavMeshAgent> ();
+        anim = GetComponent <Animator> ();
+        enemy = GetComponent<Transform>();
+        navVelocity = nav.velocity;
     }
 
 
@@ -23,11 +29,15 @@ public class EnemyMovement : MonoBehaviour
     {
         if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
         {
-            nav.SetDestination (player.position);
+            if (anim.GetBool("Shooting") == true) {
+                nav.velocity = Vector3.zero;
+                enemy.rotation = Quaternion.LookRotation(player.position - enemy.position);
+            }
+            nav.SetDestination(player.position);
         }
         else
         {
-           nav.enabled = false;
+            nav.enabled = false;
         }
     }
 }
diff --git a/Assets/Scripts/Enemy/EnemyShootingAttack.cs b/Assets/Scripts/Enemy/EnemyShootingAttack.cs
new file mode 100644
index 0000000000000000000000000000000000000000..98c75b234f977693c0d1569989580d214ee347c9
--- /dev/null
+++ b/Assets/Scripts/Enemy/EnemyShootingAttack.cs
@@ -0,0 +1,121 @@
+using UnityEngine;
+using System.Collections;
+
+public class EnemyShootingAttack : MonoBehaviour
+{
+    public float attackOffset = 0.5f;
+    public float attackEndOffset = 0.5f;
+    public int attackDamage = 10;
+    public float range = 100f;
+
+    public Animator anim;
+    GameObject player;
+    PlayerHealth playerHealth;
+    public EnemyHealth enemyHealth;
+    float timer;
+    bool animating;
+    bool isShooting;
+    bool rest;
+    Ray shootRay = new Ray();
+    RaycastHit shootHit;
+    ParticleSystem gunParticles;
+    LineRenderer gunLine;
+    AudioSource gunAudio;
+    Light gunLight;
+    public LayerMask shootableMask;
+
+
+    void Awake ()
+    {
+        player = GameObject.FindGameObjectWithTag ("Player");
+        playerHealth = player.GetComponent <PlayerHealth> ();
+        // enemyHealth = GetComponent<EnemyHealth>();
+        // anim = GetComponent <Animator> ();
+        animating = false;
+        gunParticles = GetComponent<ParticleSystem>();
+        gunLine = GetComponent<LineRenderer>();
+        gunAudio = GetComponent<AudioSource>();
+        gunLight = GetComponent<Light>();
+        anim.SetBool("Shooting", true);
+        isShooting = false;
+        rest = false;
+    }
+
+    void Update ()
+    {
+        timer += Time.deltaTime;
+        // If the timer exceeds the time between attacks, the player is in range and this enemy is alive...
+        if(rest == false && animating == false && timer >= attackOffset && enemyHealth.currentHealth > 0)
+        {
+            // ... attack.
+            Attack ();
+        }
+        if (animating == true) {
+            gunLine.SetPosition(0, transform.position);
+            if (isShooting && timer >= attackEndOffset) {
+                isShooting = false;
+                gunLine.enabled = false;
+            }
+            if (timer >= anim.GetCurrentAnimatorStateInfo(0).length - 1f) {
+                animating = false;
+                anim.SetBool("Shooting", false);
+                rest = true;
+                timer = 0f;
+            }
+        }
+
+        if (rest == true && timer >= 1f) {
+            rest = false;
+            anim.SetBool("Shooting", true);
+            timer = 0f;
+        }
+
+        // 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 ()
+    {
+
+        timer = 0f;
+
+        isShooting = true;
+
+        gunAudio.Play();
+
+        gunLight.enabled = true;
+
+        gunParticles.Stop();
+        gunParticles.Play();
+
+        gunLine.enabled = true;
+        gunLine.SetPosition(0, transform.position);
+
+        Vector3 target = player.transform.position + (Vector3.up * 0.5f) - transform.position;
+        target.Normalize();
+
+        shootRay.origin = transform.position;
+
+        shootRay.direction = target;
+
+        // Check if raycast hits something
+        if (Physics.Raycast(shootRay, out shootHit, range, shootableMask))
+        {
+            // If the player has health to lose...
+            if (playerHealth.currentHealth > 0)
+            {
+                // ... damage the player.
+                playerHealth.TakeDamage(attackDamage);
+            }
+        }
+            // Set end point of line renderer to max range
+            animating = true;
+            timer = 0f;
+            gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range);
+    }
+}
diff --git a/Assets/Scripts/Enemy/EnemyShootingAttack.cs.meta b/Assets/Scripts/Enemy/EnemyShootingAttack.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..67a61c07090c194b1c13b5fd042a333e9f3157a0
--- /dev/null
+++ b/Assets/Scripts/Enemy/EnemyShootingAttack.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1a4f51dfba7704dc6b1e7802de9fd6f4
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index 7790d28a550b767eac1abcb7327200bbfd73f467..b9aacef233eaa5af7a9897045eebc17bb001aba5 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -18,7 +18,7 @@ TagManager:
   - Shootable
   - Blocker
   - Environment
-  - 
+  - Player
   - 
   - 
   -