Database

Doom Cheat Codes

Cheat code reference for classic Doom.

These are the original 1993/1994 cheat codes found in the original PC Doom games, typed during gameplay (no console). Most major source ports retain the classic codes, although behavior and additional cheats can vary by port. Doom II and Final Doom use the same codes with a few differences of their own — IDCLIP, two-digit map numbers and the MAP30 exception — covered on the Doom II cheat codes page.

Every code

CheatEffectCodeCategory
IDDQDGod mode: sets health to 100% and makes the player immune to normal damage. In the original release it does not prevent death by the Icon of Sin on Doom II MAP30.iddqdDoom / Doom II
IDKFAGives all weapons, maximum ammunition, 200% armor and all keys. Health is not changed.idkfaDoom / Doom II
IDFAGives all weapons, maximum ammunition, and 200% megaarmor, but does not give keys.idfaDoom / Doom II
IDCLIPToggles no-clipping in Doom II and Final Doom: walk through walls and other solid obstacles. In Doom and The Ultimate Doom the code is IDSPISPOPD; most source ports accept both.idclipDoom II / Final Doom
IDSPISPOPDNoclip (Doom 1 only — replaced by IDCLIP in Doom II).idspispopdDoom
IDCLEV##Warps to a level. In Doom/The Ultimate Doom, x is the episode and y is the map (e.g. IDCLEV21 = E2M1). In Doom II, the two digits specify the map number (e.g. IDCLEV23 = MAP23).idclevXYDoom / Doom II
IDDT (on map)First use reveals the entire map; the second adds markers for things; the third restores the normal automap.iddtDoom / Doom II
IDMYPOSDisplays current X, Y coordinates and camera angle in hexadecimalidmyposDoom / Doom II
IDBEHOLDPower-up menu. Follow with V (invulnerability), S (berserk), I (partial invisibility), R (radiation suit), A (Computer Area Map), or L (light amplification).idbeholdXDoom / Doom II
IDMUS##Changes the music. The number corresponds to an episode/map in Doom and The Ultimate Doom, or to a MAP number in Doom II and Final Doom.idmusXYDoom / Doom II
IDCHOPPERSGives the chainsaw and grants one tic of invulnerability. It also displays the chainsaw cheat message.idchoppersDoom / Doom II
FHHALLKills every monster in the level except Lost Souls (a Pain Elemental killed this way still releases its Lost Souls); the message reads "BY REQUEST...". Doom95 only: the DOS versions and source ports do not accept it.fhhallDoom95
FHSHHMonsters do not notice the player unless they are hurt or hear a shot; the message reads "be vewy vewy quiet...", and "Achoo!" when switched off. Doom95 only: the DOS versions and source ports do not accept it.fhshhDoom95

Doom’s cheat system is deliberately simple: type a code while playing and the game responds immediately. The classic codes cover everything from god mode and full weapons to level warps, no-clipping, map information, and music selection. Most of the original PC cheats work across Doom, The Ultimate Doom, Doom II, and Final Doom according to the engine version they were designed for, while modern source ports may add their own commands or console equivalents.

DoomWiki documents IDSPISPOPD as the no-clipping code for Doom and The Ultimate Doom, while IDCLIP is its Doom II equivalent. IDKFA supplies the complete weapon, ammunition, armor, and key loadout; IDFA is the same without keys.

How IDBEHOLD works

The letter at the end determines the power-up:

CodePower up
IDBEHOLDRRadiation suit
IDBEHOLDIPartial invisibility
IDBEHOLDVInvulnerability
IDBEHOLDAComputer area map
IDBEHOLDLLight amplification visor
IDBEHOLDSBerserk

Typing the same power-up code again normally toggles that power-up off, except for the computer area map.

IDCLEV level warp table

In Doom and The Ultimate Doom, IDCLEVxy uses x for the episode and y for the map (e.g. IDCLEV21 = E2M1). In Doom II, TNT: Evilution, and The Plutonia Experiment, the two digits directly specify the MAP number (e.g. IDCLEV23 = MAP23)

Doom / The Ultimate Doom

CodeLevel
IDCLEV11E1M1 — Hangar
IDCLEV12E1M2 — Nuclear Plant
IDCLEV13E1M3 — Toxin Refinery
IDCLEV14E1M4 — Command Control
IDCLEV15E1M5 — Phobos Lab
IDCLEV16E1M6 — Central Processing
IDCLEV17E1M7 — Computer Station
IDCLEV18E1M8 — Phobos Anomaly
IDCLEV19E1M9 — Military Base
IDCLEV21 – IDCLEV29E2M1–E2M9
IDCLEV31 – IDCLEV39E3M1–E3M9
IDCLEV41 – IDCLEV49E4M1–E4M9 — The Ultimate Doom only

For example, IDCLEV19 takes you to E1M9, while IDCLEV41 takes you to E4M1 in The Ultimate Doom. The fourth episode does not exist in the original shareware/commercial Doom release.

Doom II / Final Doom

CodeLevel
IDCLEV01 – IDCLEV09MAP01–MAP09
IDCLEV10 – IDCLEV19MAP10–MAP19
IDCLEV20 – IDCLEV29MAP20–MAP29
IDCLEV30 – IDCLEV32MAP30–MAP32

Original Doom II executable: the IDCLEV handler accepts map numbers through 34, although the standard Doom II IWAD contains maps only through MAP32. MAP33 and MAP34 can therefore be addressed by the cheat when supplied by a PWAD or other compatible content.

IDMUS music table

IDMUS## follows the same numbering convention: in Doom and The Ultimate Doom, the digits identify an episode and map; in Doom II, they identify the MAP## slot. The code selects the music associated with that level, although some numbers correspond to tracks that are not ordinary level music.

Doom / The Ultimate Doom

CodeLevel
IDMUS11E1M1 — At Doom’s Gate
IDMUS12E1M2 — The Imp’s Song
IDMUS13E1M3 — Dark Halls
IDMUS14E1M4 — Kitchen Ace (And Taking Names)
IDMUS15E1M5 — Suspense
IDMUS16E1M6 — On the Hunt
IDMUS17E1M7 — Demons on the Prey
IDMUS18E1M8 — Sign of Evil
IDMUS19E1M9 — Hiding the Secrets
IDMUS21 – IDMUS29E2M1–E2M9 music
IDMUS31 – IDMUS39E3M1–E3M9 music
IDMUS40Plays the E3M9 music
IDMUS41 – IDMUS49E4M1–E4M9 — selections; many reuse music from earlier episodes

The Ultimate Doom’s fourth episode did not introduce a new soundtrack; its maps reuse music from the first three episodes.

Doom II / Final Doom

CodeMap
IDMUS01 – IDMUS32MAP01-MAP32 music
IDMUS33Story text music
IDMUS34Title screen music
IDMUS35Intermission music

The music does not correspond one-to-one with unique tracks: Doom II reuses several songs across multiple maps. For example, D_RUNNIN is used by MAP01 and MAP15, while D_STALKS is used by MAP02, with alternate track lumps used for some repeated songs.

Note: IDMUS00 is not a normal Doom II level selection. In the original engine it attempts to play a nonexistent D_INTROA MIDI and can crash unless an external PWAD supplies a lump with that name.

Cheats on Nightmare!

In the original Doom engine, cheat codes are disabled on Nightmare!, with two important exceptions: IDDT and IDCLEV still work. This is not universal across later ports or modern re-releases; DoomWiki specifically notes that the rule does not apply to the Doom Classic Unity port or Doom + Doom II.

CodeOriginal Nightmare!
IDDTWorks
IDCLEVWorks
All other cheatsDisabled

That means you can still use IDDT to inspect the map or IDCLEV to jump to another level on classic Nightmare!, but codes such as IDDQD and IDKFA will not activate.

Console equivalents in ZDoom-based ports

The following commands are for ZDoom-family ports such as GZDoom. They are functional equivalents, not universal commands shared by every Doom source port.

Classic cheat codeZDoom/GZDoom equivalent
IDDQDgod or iddqd
IDKFAgive all
IDFAgive weapons + give ammo + give armor
IDCLIP / IDSPISPOPDnoclip
IDMUS##idmus or changemus
IDCLEV##map or changemap
IDDTNo direct one-command equivalent
IDBEHOLDRgive radiation suit
IDBEHOLDIgive partial invisibility
IDBEHOLDVgive invulnerability
IDBEHOLDAgive computer map
IDBEHOLDLgive light amplification visor
IDBEHOLDSgive berserk
IDCHOPPERSgive chainsaw

Additional ZDoom cheats

ZDoom-family ports also provide cheats with no direct classic Doom equivalent, such as fly for flight and notarget for suppressing monster targeting.

Cheat codes after Doom

Doom did not invent the cheat code, but typing IDDQD into a running game made it a habit for a generation of PC players, and the idea outlived the engine. The Grand Theft Auto series is the clearest case: every mainline entry since Grand Theft Auto III has shipped with single-player cheats, first as controller button sequences and, from Grand Theft Auto IV on, as numbers dialled on the in-game phone. The PC version of Grand Theft Auto V went back to something Doom players would recognise: open a console, type a word, press enter.

Whether that tradition continues is an open question. Rockstar has not published a single code for Grand Theft Auto VI, and GTA Playbook’s page on whether GTA 6 will have cheat codes explains why every list circulating before release is invented.

Sources