I suggest you took a look at steering behaviors, which can provide a lot of simple but very flexible ways to control how actors respond to other actors on the map.
In particular, on that link, flee and evasion are good behaviors to look into. Their goal is to cause an enemy to either move away from the position and direction of the player, or to even try to avoid the future position of the player (so they don't act like a certain idiot in Prometheus).
In order to ensure that the enemies do not get stuck in the corners of your map, you can also add in the obstacle avoidance behavior, which will push the enemies away from walls as they close in.
I'm also unsure of what you mean by "overflow the enemy bonus," but it sounds from your comments (please update your question to clarify!) that the bonus is an enemy the player is meant to catch, and by overflow possibly you mean that you don't want fleeing enemies to sit on top of that enemy. You can handle this with the separation steering behavior, which incidentally is a good one to know since it's a part of the common and quite popular flocking algorithm.