diff --git a/MrBigsock/Assets/Code/Core/Abilities/BasicProjectile1.cs b/MrBigsock/Assets/Code/Core/Abilities/BasicProjectile1.cs
index b92dea6dbbca44f2f838dd7ec45ad064ef545bc1..b7e1e8189da0a411a88414cca0d135d37c661840 100644
--- a/MrBigsock/Assets/Code/Core/Abilities/BasicProjectile1.cs
+++ b/MrBigsock/Assets/Code/Core/Abilities/BasicProjectile1.cs
@@ -1,9 +1,11 @@
 using System.Collections;
 using System;
 using System.Collections.Generic;
+
 using UnityEngine;
 using UnityEngine.InputSystem;
 
+using BigSock.Service;
 
 namespace BigSock {
 
@@ -12,7 +14,8 @@ namespace BigSock {
 	*/
 	public class BasicProjectile1 : BaseAttack {
 		//protected static readonly GameObject PROJECTILE_BASE = new AttackMovement();
-		
+		public const string PROJECTILE_NAME = "attack";
+
 		/*
 			The attack stats of the ability.
 		*/
@@ -34,7 +37,10 @@ namespace BigSock {
 				- Even if nothing was hit, used to indicate that cooldowns should be updated.
 			This should be overridden in sub-classes for the actual abilities.
 		*/
-		protected override bool Activate(Character actor, Vector2 target) {
+		protected override bool Activate(Character actor, Vector3? target) {
+			var bullet = PrefabService.SINGLETON.Instance(PROJECTILE_NAME, actor.transform.position);
+			bullet.GetComponent<AttackMovement>().Actor = actor;
+
 			//MonoBehaviour.Instantiate(PROJECTILE_BASE, (Vector3) actor.transform.position, PROJECTILE_BASE.transform.rotation);
 			return true;
 		}