MAP05: Phobos Lab (Console Doom)

MAP05: Phobos Lab is the fifth level of console versions of Doom, based on the original E1M5: Phobos Lab with modifications made to adapt to consoles' limitations. It was converted by American McGee and originally designed by John Romero. The map first appeared in Atari Jaguar version, and is additionally used in the 3DO, Sega 32X, Game Boy Advance, Sony PlayStation, and Sega Saturn versions.

The Sony PlayStation port introduces a Nightmare spectre on UV and higher.

Essentials
Yellow key

Blue key and exit

Secrets

 * 1) (sector 2)
 * 2) (sector 22)
 * 3) (sector 23)
 * 4) (sector 25)
 * 5) (sector 50)
 * 6) (sector 56)
 * 7) (sector 97)
 * 8) (sector 115)
 * 9) (sector 116)

Comparison of versions
As well as geometry simplification in several rooms, a number of other changes were made to this level compared with the PC version.

Room design

 * Most staircases have fewer steps, similar to other levels on the console releases.
 * Textures were changed throughout the level, to reduce the number of different textures used.
 * All switches use the knife switch on brown wall texture.
 * Several areas are widened to accommodate the player's increased radius, including:
 * The corridor leading to the yellow keycard.
 * The door to secret #2.
 * The hidden doors leading to the outdoor area on the west side of the level (secrets #4, #5 and #6).
 * The staircase north of the blue keycard and the room at the bottom of the staircase.
 * The narrow passage leading to secret #8.
 * The PlayStation release adds extra sectors around keycards and locked doors which use matching colored lights.

Monster placement

 * On the PlayStation release, the spectre in front of you at the start of the level on Ultra-Violence skill level is replaced with a nightmare spectre. This is the first nightmare spectre encountered on UV; on other skill levels, it is first encountered in MAP06: Central Processing.
 * The PlayStation and Saturn releases added chaingunners to the following locations on Ultra-Violence:
 * One at the top of the staircase north-east of the start point.
 * One in the hallway leading west out of secret #2.
 * Two behind the hidden blue door in secret #3.

Other

 * The light amplification visor pickup is missing from secret #8, making the darkened room before the exit harder to navigate.

Music
The map uses the following music tracks:

Player spawns
This level contains eight spawn points:
 * 1) facing east. (thing 193)
 * 2) facing east. (thing 194)
 * 3) facing south. (thing 195)
 * 4) facing north. (thing 196)
 * 5) facing south. (thing 197)
 * 6) facing west. (thing 198)
 * 7) facing east. (thing 199)
 * 8) facing south. (thing 200)

Things
This level contains the following numbers of things per skill level: