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diff --git a/Assets/Scripts/Pet/PetBuff.cs b/Assets/Scripts/Pet/PetBuff.cs
index c5c8862e466fb8e08640c417d786a57d1f02ec83..7df8f89fae29103afe91922de8792cc0d280b9d2 100644
--- a/Assets/Scripts/Pet/PetBuff.cs
+++ b/Assets/Scripts/Pet/PetBuff.cs
@@ -15,7 +15,7 @@ public class PetBuff : MonoBehaviour
     Animator anim;
     GameObject player;
     PlayerHealth playerHealth;
-    PlayerShooting playerShooting;
+    DefaultShooting playerShooting;
     bool playerInRange;
     float timer;
 
@@ -24,7 +24,7 @@ public class PetBuff : MonoBehaviour
     {
         player = GameObject.FindGameObjectWithTag ("Player");
         playerHealth = player.GetComponent <PlayerHealth> ();
-        playerShooting = player.GetComponentInChildren<PlayerShooting>();
+        playerShooting = player.GetComponentInChildren<DefaultShooting>();
         anim = GetComponent <Animator> ();
     }
 
diff --git a/Assets/Scripts/Player/PlayerHealth.cs b/Assets/Scripts/Player/PlayerHealth.cs
index c547e510f0098ac6949cb7389b7469f59e424608..deb321689c12d9dd829a39dd526e4a152ce556fe 100644
--- a/Assets/Scripts/Player/PlayerHealth.cs
+++ b/Assets/Scripts/Player/PlayerHealth.cs
@@ -15,7 +15,7 @@ public class PlayerHealth : MonoBehaviour
 
     Animator anim;
     AudioSource playerAudio;
-    PlayerShooting playerShooting;
+    DefaultShooting playerShooting;
     bool isDead;                                                
     bool damaged;     
     bool healed;                                          
@@ -25,7 +25,7 @@ public class PlayerHealth : MonoBehaviour
     {
         anim = GetComponent<Animator>();
         playerAudio = GetComponent<AudioSource>();
-        playerShooting = GetComponentInChildren<PlayerShooting>();
+        playerShooting = GetComponentInChildren<DefaultShooting>();
 
         currentHealth = startingHealth;
     }
diff --git a/Assets/Scripts/Weapon.meta b/Assets/Scripts/Weapon.meta
new file mode 100644
index 0000000000000000000000000000000000000000..20f83ef4e3433a07fc6d039164a07fdc8646edcf
--- /dev/null
+++ b/Assets/Scripts/Weapon.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 5873e2d188e1df547af50623191314af
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Scripts/Weapon/Arrow.cs b/Assets/Scripts/Weapon/Arrow.cs
new file mode 100644
index 0000000000000000000000000000000000000000..08349616b5e8e301e98125d8e12198e1cba3cb2a
--- /dev/null
+++ b/Assets/Scripts/Weapon/Arrow.cs
@@ -0,0 +1,42 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Arrow : MonoBehaviour
+{
+    public int baseDamage = 30;
+    public float damageMultiplier = 1.2f;
+
+    Rigidbody rb;
+
+    // Start is called before the first frame update
+    void Start()
+    {
+        rb = GetComponent<Rigidbody>();
+        Destroy(gameObject, 10);
+    }
+
+
+    private void OnTriggerEnter(Collider other)
+    {
+        if (rb != null)
+        {
+            if (other.gameObject.tag == "EnemyQ1")
+            {
+                Q1EnemyHealth enemyHealth = other.gameObject.GetComponent<Q1EnemyHealth>();
+                Debug.Log(other.gameObject.tag);
+                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>();
+                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/Arrow.cs.meta b/Assets/Scripts/Weapon/Arrow.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..2838a4524d219da641bc44611d5a9272ea482413
--- /dev/null
+++ b/Assets/Scripts/Weapon/Arrow.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6b4cd0d5e463b744699d116905f5afd1
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Scripts/Weapon/BowShooting.cs b/Assets/Scripts/Weapon/BowShooting.cs
new file mode 100644
index 0000000000000000000000000000000000000000..bca5aa6ff84fe91af6a61cea8edd8eb4bc810af8
--- /dev/null
+++ b/Assets/Scripts/Weapon/BowShooting.cs
@@ -0,0 +1,147 @@
+using UnityEngine;
+using UnityEngine.UIElements;
+using UnityEngine.InputSystem;
+using System;
+using Cinemachine;
+
+public class BowShooting : MonoBehaviour
+{
+    public float timeBetweenArrow = 0.15f;
+    public float maxCharge = 3f;
+    public float basePower = 1f;
+    public float powerMultiplier = 2f;
+    public float minimumTimeToReleaseArrow = 0.1f;
+    public GameObject arrowObject;
+    public UnityEngine.UI.Slider powerSlider;
+    public UnityEngine.UI.Image fill;
+    public Color maxPowerColor = Color.red;
+    public Color minPowerColor = Color.white;
+
+    float timer;
+    RaycastHit shootHit;
+    ParticleSystem gunParticles;
+    Animator anim;
+    AudioSource gunAudio;
+    Rigidbody rb;
+    Light gunLight;
+    float effectsDisplayTime = 0.2f;
+    [SerializeField]
+    private PlayerInput playerInput;
+    private Transform cameraTransform;
+    private InputAction jumpAction;
+    private InputAction shootAction;
+    [SerializeField]
+    private Animator animator;
+    private bool isShooting;
+    private bool isCharging;
+    public CinemachineVirtualCamera vcam;
+    private float power = 0f;
+    private float chargeTime = 0f;
+
+    void Awake()
+    {
+
+        // Get components
+
+        cameraTransform = Camera.main.transform;
+        gunParticles = GetComponent<ParticleSystem>();
+        gunAudio = GetComponent<AudioSource>();
+        gunLight = GetComponent<Light>();
+        rb = GetComponentInParent<Rigidbody>();
+        jumpAction = playerInput.actions["Jump"];
+        shootAction = playerInput.actions["Shoot"];
+    }
+
+    void OnEnable()
+    {
+        shootAction.performed += _ => isShooting = true;
+        shootAction.canceled += _ => isShooting = false;
+    }
+
+    void OnDisable()
+    {
+        shootAction.performed -= _ => isShooting = true;
+        shootAction.canceled -= _ => isShooting = false;
+    }
+
+    void Update()
+    {
+        timer += Time.deltaTime;
+        power = chargeTime > maxCharge ? maxCharge : chargeTime;
+
+        if (jumpAction.triggered && transform.position.y < 10)
+        {
+            rb.AddForce(Vector3.up, ForceMode.Impulse);
+        }
+
+        if (animator.GetBool("IsShooting"))
+        {
+            vcam.Priority = 100;
+            powerSlider.gameObject.SetActive(true);
+        }
+        else
+        {
+            vcam.Priority = 0;
+            powerSlider.gameObject.SetActive(false);
+        }
+
+        if (animator.GetBool("IsShooting") && timer >= timeBetweenArrow && Time.timeScale != 0)
+        {
+            Aim();
+        }
+
+        if (!animator.GetBool("IsShooting") && chargeTime > minimumTimeToReleaseArrow){
+            ReleaseArrow();
+            ResetPower();
+        }
+
+        if (timer >= timeBetweenArrow * effectsDisplayTime)
+        {
+            DisableEffects();
+        }
+    }
+
+    public void DisableEffects()
+    {
+        gunLight.enabled = false;
+    }
+
+    public void ResetPower()
+    {
+        chargeTime = 0f;
+        powerSlider.value = 0f;
+        fill.color = Color.Lerp(minPowerColor, maxPowerColor, chargeTime / maxCharge);
+    }
+
+    public void ReleaseArrow()
+    {
+        Vector3 cameraForward = cameraTransform.forward;
+        Vector3 spawnPoint = cameraTransform.position + cameraForward * 2;
+        GameObject arrow = Instantiate(arrowObject, spawnPoint, Quaternion.Euler(cameraForward.x, cameraForward.y, cameraForward.z));
+        arrow.GetComponent<Rigidbody>().AddForce(cameraForward * (basePower + 0.5f * powerMultiplier * power * power), ForceMode.Impulse);
+    }
+
+    public void Aim()
+    {
+        gunLight.enabled = true;
+
+        if (isShooting) {
+            isCharging = true;
+            if (isCharging)
+            {
+                powerSlider.value = power * 100;
+                fill.color = Color.Lerp(minPowerColor, maxPowerColor, chargeTime / maxCharge);
+                chargeTime += Time.deltaTime;
+            }
+        }
+        else if (!isShooting && chargeTime > minimumTimeToReleaseArrow)
+        {
+            ReleaseArrow();
+            ResetPower();
+        }
+        else
+        {
+            ResetPower();
+        }
+    }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Weapon/BowShooting.cs.meta b/Assets/Scripts/Weapon/BowShooting.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..76e966d099a67302e0d7e9e7e1e7a358500274ca
--- /dev/null
+++ b/Assets/Scripts/Weapon/BowShooting.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c43e6fe6d8a3af5468fff2ceaa429149
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Scripts/Player/PlayerShooting.cs b/Assets/Scripts/Weapon/DefaultShooting.cs
similarity index 83%
rename from Assets/Scripts/Player/PlayerShooting.cs
rename to Assets/Scripts/Weapon/DefaultShooting.cs
index b54b489d7a61aba850783bfae8723729987ff383..fe0c40d97e45bbc9981bea42dccb01817e625c81 100644
--- a/Assets/Scripts/Player/PlayerShooting.cs
+++ b/Assets/Scripts/Weapon/DefaultShooting.cs
@@ -2,27 +2,27 @@
 using UnityEngine.UIElements;
 using UnityEngine.InputSystem;
 
-public class PlayerShooting : MonoBehaviour
+public class DefaultShooting : MonoBehaviour
 {
-    public int damagePerShot = 20;                  
-    public float timeBetweenBullets = 0.15f;        
+    public int damagePerShot = 20;
+    public float timeBetweenBullets = 0.15f;
     public float range = 100f;
     public LayerMask shootableMask;
 
-    float timer;                                    
+    float timer;
     Ray shootRay = new Ray();
-    RaycastHit shootHit;                  
-    ParticleSystem gunParticles;    
-    Animator anim;                
-    LineRenderer gunLine;                           
+    RaycastHit shootHit;
+    ParticleSystem gunParticles;
+    Animator anim;
+    LineRenderer gunLine;
     AudioSource gunAudio;
     Rigidbody rb;
-    Light gunLight;                                 
-    float effectsDisplayTime = 0.2f;     
+    Light gunLight;
+    float effectsDisplayTime = 0.2f;
     [SerializeField]
-    private PlayerInput playerInput;     
+    private PlayerInput playerInput;
     private Transform cameraTransform;
-    private InputAction jumpAction;  
+    private InputAction jumpAction;
     private InputAction shootAction;
     [SerializeField]
     private Animator animator;
@@ -94,7 +94,7 @@ public class PlayerShooting : MonoBehaviour
 
         gunLine.enabled = true;
         gunLine.SetPosition(0, transform.position);
-        
+
         shootRay.origin = cameraTransform.position;
 
         shootRay.direction = cameraTransform.forward;
@@ -102,7 +102,8 @@ public class PlayerShooting : MonoBehaviour
         // Check if raycast hits something
         if (Physics.Raycast(shootRay, out shootHit, range, shootableMask))
         {
-            if (shootHit.collider.gameObject.tag == "EnemyQ1") {
+            if (shootHit.collider.gameObject.tag == "EnemyQ1")
+            {
                 // Get EnemyHealth component from hit object
                 Q1EnemyHealth enemyHealth = shootHit.collider.GetComponent<Q1EnemyHealth>();
 
@@ -111,7 +112,9 @@ public class PlayerShooting : MonoBehaviour
                 {
                     enemyHealth.TakeDamage(damagePerShot, shootHit.point);
                 }
-            } else {
+            }
+            else
+            {
                 // Get EnemyHealth component from hit object
                 EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>();
 
diff --git a/Assets/Scripts/Player/PlayerShooting.cs.meta b/Assets/Scripts/Weapon/DefaultShooting.cs.meta
similarity index 100%
rename from Assets/Scripts/Player/PlayerShooting.cs.meta
rename to Assets/Scripts/Weapon/DefaultShooting.cs.meta
diff --git a/Assets/Scripts/Weapon/ShotgunShooting.cs b/Assets/Scripts/Weapon/ShotgunShooting.cs
new file mode 100644
index 0000000000000000000000000000000000000000..30efaaa8f43040483d453d2e035bb8b350bb9cf3
--- /dev/null
+++ b/Assets/Scripts/Weapon/ShotgunShooting.cs
@@ -0,0 +1,162 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.InputSystem;
+using UnityEngine.UI;
+using UnityEngine.UIElements;
+
+public class ShotgunShooting : MonoBehaviour
+{
+    public int damagePerShot = 10;
+    public float timeBetweenBullets = 0.75f;
+    public float range = 15f;
+    public int numberOfSpread = 8;
+    public float maxSpreadRadius = 0.1f;
+    public LayerMask shootableMask;
+    public PlayerInput playerInput;
+    public Animator animator;
+
+    private InputAction jumpAction;
+    private InputAction shootAction;
+    private Transform cameraTransform;
+    private bool isShooting;
+
+    float timer;
+    RaycastHit shootHit;
+    ParticleSystem gunParticles;
+    AudioSource gunAudio;
+    Rigidbody rb;
+    Light gunLight;
+    float effectsDisplayTime = 0.2f;
+    List<Ray> shootRays;
+    LineRenderer[] shootLines;
+
+    void Awake()
+    {
+        // Get components
+        cameraTransform = Camera.main.transform;
+        gunParticles = GetComponent<ParticleSystem>();
+        gunAudio = GetComponent<AudioSource>();
+        gunLight = GetComponent<Light>();
+        rb = GetComponentInParent<Rigidbody>();
+
+        shootRays = new List<Ray>(numberOfSpread);
+        for (int i = 0; i < numberOfSpread; i++)
+        {
+            shootRays.Add(new Ray());
+        }
+
+        shootLines = GetComponentsInChildren<LineRenderer>();
+
+        jumpAction = playerInput.actions["Jump"];
+        shootAction = playerInput.actions["Shoot"];
+    }
+
+    void OnEnable()
+    {
+        shootAction.performed += _ => isShooting = true;
+        shootAction.canceled += _ => isShooting = false;
+    }
+
+    void OnDisable()
+    {
+        shootAction.performed -= _ => isShooting = true;
+        shootAction.canceled -= _ => isShooting = false;
+    }
+
+    void Update()
+    {
+        timer += Time.deltaTime;
+
+        if (jumpAction.triggered && transform.position.y < 10)
+        {
+            rb.AddForce(Vector3.up, ForceMode.Impulse);
+        }
+
+        if (animator.GetBool("IsShooting") && isShooting && timer >= timeBetweenBullets && Time.timeScale != 0)
+        {
+            Shoot();
+        }
+
+        if (timer >= timeBetweenBullets * effectsDisplayTime)
+        {
+            DisableEffects();
+        }
+    }
+
+
+    public void DisableEffects()
+    {
+        for (int i = 0; i < numberOfSpread; i++)
+        {
+            shootLines[i].enabled = false;
+        }
+        gunLight.enabled = false;
+    }
+
+    public void Shoot()
+    {
+        timer = 0f;
+
+        gunAudio.Play();
+
+        gunLight.enabled = true;
+
+        gunParticles.Stop();
+        gunParticles.Play();
+
+        for (int i =0 ; i < numberOfSpread; i++)
+        {
+            Spread(shootRays[i], i);
+        }
+    }
+
+    public void Spread(Ray shootRay, int i)
+    {
+
+        shootLines[i].enabled = true;
+        shootLines[i].SetPosition(0, transform.position);
+
+        shootRay.origin = cameraTransform.position;
+
+        float x = UnityEngine.Random.Range(-maxSpreadRadius, maxSpreadRadius);
+        float y = UnityEngine.Random.Range(-maxSpreadRadius, maxSpreadRadius);
+
+        shootRay.direction = cameraTransform.forward + new Vector3(x, y, 0);
+
+        // 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)
+                {
+                    enemyHealth.TakeDamage(damagePerShot, shootHit.point);
+                }
+            }
+
+            // Set end point of line renderer to hit point
+            shootLines[i].SetPosition(1, shootHit.point);
+        }
+        else
+        {
+            // Set end point of line renderer to max range
+            shootLines[i].SetPosition(1, shootRay.origin + shootRay.direction * range);
+        }
+    }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Weapon/ShotgunShooting.cs.meta b/Assets/Scripts/Weapon/ShotgunShooting.cs.meta
new file mode 100644
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+++ b/Assets/Scripts/Weapon/ShotgunShooting.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Textures/Shotgun.meta b/Assets/Textures/Shotgun.meta
new file mode 100644
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--- /dev/null
+++ b/Assets/Textures/Shotgun.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Textures/Shotgun/Material__26_AO.jpeg b/Assets/Textures/Shotgun/Material__26_AO.jpeg
new file mode 100644
index 0000000000000000000000000000000000000000..5df64311bc2d9772d5d59691b40f77370abf994c
--- /dev/null
+++ b/Assets/Textures/Shotgun/Material__26_AO.jpeg
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:6e2b37aff83a71e546869632f398e1a8f3c69f5d14a111ef1bc2fb0cea469d7b
+size 511954
diff --git a/Assets/Textures/Shotgun/Material__26_AO.jpeg.meta b/Assets/Textures/Shotgun/Material__26_AO.jpeg.meta
new file mode 100644
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+++ b/Assets/Textures/Shotgun/Material__26_AO.jpeg.meta
@@ -0,0 +1,135 @@
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