diff --git a/MrBigsock/Assets/Code/Map/NeighbourMapGenerator.cs b/MrBigsock/Assets/Code/Map/NeighbourMapGenerator.cs
index 4dd6c90bdac929e4453f94ccc989b3e1aaf61758..5d253d85c9d62cd28567c0ef6a403907c1eca628 100644
--- a/MrBigsock/Assets/Code/Map/NeighbourMapGenerator.cs
+++ b/MrBigsock/Assets/Code/Map/NeighbourMapGenerator.cs
@@ -1,5 +1,6 @@
 using System.Collections;
 using System.Collections.Generic;
+using System.Security.Cryptography;
 using UnityEngine;
 
 namespace Bigsock
@@ -15,7 +16,7 @@ namespace Bigsock
         public override void RunProceduralGeneration()
         {
             roomList.Clear();
-           
+            
             for (int i = 0; i <= RoomCount - 1; i++)
             {
                 int randomMap = Random.Range(0, mapParam.Length);
@@ -29,6 +30,7 @@ namespace Bigsock
             roomList.Add(bossMap);
             tilemapGenerator.RenderMap(roomList[roomList.Count - 1],roomList.Count - 1, true);
             tilemapGenerator.SpawnBoss(bossMap, roomList.Count - 1);
+            tilemapGenerator.SpawnStairs(bossMap, roomList.Count - 1);
 
             tilemapGenerator.polyCollider(roomList[0], 0);
         }
diff --git a/MrBigsock/Assets/Code/Map/TilemapGenerator.cs b/MrBigsock/Assets/Code/Map/TilemapGenerator.cs
index 4708f900b1432d4b54d6fbf81a764a2853bbc466..d78f52621e63ca8fc74fd618091784b47a0dab46 100644
--- a/MrBigsock/Assets/Code/Map/TilemapGenerator.cs
+++ b/MrBigsock/Assets/Code/Map/TilemapGenerator.cs
@@ -15,7 +15,7 @@ namespace Bigsock
         [SerializeField] GameObject Door;
         [SerializeField] GameObject[] Enemy;
         [SerializeField] GameObject Boss;
-        //[SerializeField] GameObject Stairs;
+        [SerializeField] GameObject Stairs;
         [SerializeField] GameObject Chest;
         private int z_value = 0;
         private static int roomID = 0;
@@ -353,13 +353,11 @@ namespace Bigsock
             }
         }
 
-        /*
         public void SpawnStairs(int[,] bossRoom, int roomNr)
         {
             Instantiate(Stairs, new Vector3(FloorTilemap[roomNr].transform.position.x + bossRoom.GetUpperBound(0) / 2,
-                    FloorTilemap[roomNr].transform.position.y + bossRoom.GetUpperBound(1) / 2, 0), Quaternion.identity);
+                    FloorTilemap[roomNr].transform.position.y + bossRoom.GetUpperBound(1) - 3, 0), Quaternion.identity);
         }
-        */
 
         //Spawns a chest in the middle of the room
         public void spawnChest(int[,] room, int roomNr)