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Never mind. Found a way to use transform.Rotate. BUT is there a way to smooth the rotation? Thanks.

One of the main reasons that Quaternions are used in games is because you can smoothly interpolate between them in a pretty sensible way. Have a look at https://docs.unity3d.com/ScriptReference/Quaternion.Slerp.html for how to Slerp, all you need to do is linearly vary your interpolation value and you'll get  a smooth transition between two rotations.