Doom II Cheat Codes
Doom II's cheats are Doom's, with three differences: IDCLIP, two-digit map numbers for warps and music, and a MAP30 boss that god mode cannot stop.
Doom II uses the same cheat codes as Doom — IDDQD, IDKFA, IDFA, IDBEHOLD, IDCHOPPERS, IDDT, IDMYPOS — with three things of its own: the no-clip code is IDCLIP, the warp and music codes take a two-digit map number instead of episode and map, and on MAP30 the spawn cubes kill you through god mode. Final Doom runs on the same executable and takes the same codes. The full list with what every code does is on our Doom cheat codes page; this page is the Doom II layer on top of it.
Doom II shipped with the same cheat codes as Doom. Every code, what it does and where the letters come from is on our Doom cheat codes page; this page is the Doom II layer on top of it: the one code that changed, the two-digit map numbers the warp and music codes use, the map and track names behind those numbers, and the one place where god mode does not help you.
What is different in Doom II
Doom II uses Doom’s core cheat system, with a few important differences:
IDCLIP instead of IDSPISPOPD
The DOS Doom II executable recognises idclip for walking through walls where Doom recognises idspispopd. The released Doom source code accepts both sequences, with the cheat handler explicitly noting that it was “accepting both,” so source ports based on that code commonly accept both as well. The distinction therefore matters mainly when comparing the original DOS executables: Doom uses idspispopd, while Doom II uses idclip.
Two-digit map numbers
Doom II has no episode number in its cheat syntax. idclev takes the two digits as the MAP number directly: idclev07 is MAP07 while idclev30 loads MAP30. The handler accepts map numbers through 34, so idclev33 and idclev34 are accepted inputs even though the standard Doom II IWAD contains only MAP01 through MAP32. Without a PWAD providing the requested map, MAP33 and MAP34 cause the original game to terminate with an error.
The same numbering convention applies to idmus: idmus07 selects the music assigned to MAP07, idmus30 selects the MAP30 track, and idmus33 through idmus35 select music that is not assigned to the 32 standard maps.
Two secret maps
Doom II’s two secret maps use the same two-digit warp format. idclev31 loads MAP31: Wolfenstein, while idclev32 loads MAP32: Grosse. In normal progression, MAP31 is reached through the secret exit in MAP15, and MAP32 through the secret exit in MAP31.
The rest is identical
IDDQD for god mode, IDKFA for every weapon, full ammo, 200% armor and all keys, IDFA for the same without keys, IDBEHOLD plus a letter for a powerup, IDCHOPPERS for the chainsaw, IDDT on the automap and IDMYPOS for your coordinates behave exactly as in Doom.
Warp and music codes with map names
Every Doom II map with its idclev and idmus code, the track that plays, and the par time from the engine. The names link to the map’s report card in the level database. Click a column header to sort.
| Warp code | Map | Name | Music code | Track | Par |
|---|---|---|---|---|---|
idclev01 |
MAP01 | Entryway | idmus01 |
Running from Evil | 0:30 |
idclev02 |
MAP02 | Underhalls | idmus02 |
The Healer Stalks | 1:30 |
idclev03 |
MAP03 | The Gantlet | idmus03 |
Countdown to Death | 2:00 |
idclev04 |
MAP04 | The Focus | idmus04 |
Between Levels | 2:00 |
idclev05 |
MAP05 | The Waste Tunnels | idmus05 |
DOOM | 1:30 |
idclev06 |
MAP06 | The Crusher | idmus06 |
In the Dark | 2:30 |
idclev07 |
MAP07 | Dead Simple | idmus07 |
Shawn’s Got the Shotgun | 2:00 |
idclev08 |
MAP08 | Tricks and Traps | idmus08 |
The Dave D. Taylor Blues | 2:00 |
idclev09 |
MAP09 | The Pit | idmus09 |
Into Sandy’s City | 4:30 |
idclev10 |
MAP10 | Refueling Base | idmus10 |
The Demon’s Dead | 1:30 |
idclev11 |
MAP11 | Circle of Death | idmus11 |
The Healer Stalks | 3:30 |
idclev12 |
MAP12 | The Factory | idmus12 |
In the Dark | 2:30 |
idclev13 |
MAP13 | Downtown | idmus13 |
DOOM | 2:30 |
idclev14 |
MAP14 | The Inmost Dens | idmus14 |
The Dave D. Taylor Blues | 2:30 |
idclev15 |
MAP15 | Industrial Zone | idmus15 |
Running from Evil | 3:30 |
idclev16 |
MAP16 | Suburbs | idmus16 |
The Demon’s Dead | 2:30 |
idclev17 |
MAP17 | Tenements | idmus17 |
The Healer Stalks | 7:00 |
idclev18 |
MAP18 | The Courtyard | idmus18 |
Waiting for Romero to Play | 2:30 |
idclev19 |
MAP19 | The Citadel | idmus19 |
Shawn’s Got the Shotgun | 3:30 |
idclev20 |
MAP20 | Gotcha! | idmus20 |
Message for the Archvile | 2:30 |
idclev21 |
MAP21 | Nirvana | idmus21 |
Countdown to Death | 4:00 |
idclev22 |
MAP22 | The Catacombs | idmus22 |
The Dave D. Taylor Blues | 2:30 |
idclev23 |
MAP23 | Barrels o’ Fun | idmus23 |
Bye Bye American Pie | 3:00 |
idclev24 |
MAP24 | The Chasm | idmus24 |
In the Dark | 2:30 |
idclev25 |
MAP25 | Bloodfalls | idmus25 |
Adrian’s Asleep | 2:30 |
idclev26 |
MAP26 | The Abandoned Mines | idmus26 |
Message for the Archvile | 5:00 |
idclev27 |
MAP27 | Monster Condo | idmus27 |
Waiting for Romero to Play | 5:30 |
idclev28 |
MAP28 | The Spirit World | idmus28 |
Getting Too Tense | 7:00 |
idclev29 |
MAP29 | The Living End | idmus29 |
Shawn’s Got the Shotgun | 5:00 |
idclev30 |
MAP30 | Icon of Sin | idmus30 |
Opening to Hell | 3:00 |
idclev31 |
MAP31 | Wolfenstein | idmus31 |
Evil Incarnate | 2:00 |
idclev32 |
MAP32 | Grosse | idmus32 |
The Ultimate Challenge/Conquest | 0:30 |
Three music numbers reach past the maps:
| Music code | Lump | What plays |
|---|---|---|
idmus33 |
D_READ_M | The “Read This!” screen music |
idmus34 |
D_DM2TTL | Title screen |
idmus35 |
D_DM2INT | Intermission |
MAP30: god mode does not save you
MAP30 is the important exception to the normal IDDQD rule. The Icon of Sin periodically launches spawn cubes toward designated spots in the arena. When a cube reaches its destination, the engine can spawn a monster there by telefragging anything already occupying the spot.
A telefrag deals 10,000 damage. IDDQD normally makes the player immune to damage below 1,000, so the 10,000-point telefrag is enough to kill a god-mode player. The MAP30 spawning code also specifically permits this monster telefrag against an invulnerable player.
This is different from ordinary attacks simply doing enough damage to overcome god mode: the spawn-cube mechanism deliberately bypasses the normal protection. If IDDQD is active on MAP30, keep away from the spawn locations when the Icon of Sin launches a cube.
The same god-mode system has other documented limits. Sector type 11 damage removes the invulnerability effect, and DeHackEd modifications can create attacks capable of exceeding the normal 1,000-damage immunity threshold. These are engine limitations rather than additional Doom II cheat codes.
IDCLEV side effects
idclev does more than change the map. When the level warp is executed, the player is reset to the standard starting state: 100 health, no armor, a pistol with 50 bullets, and no keys or power-ups. The fist is selected when the second digit of the map number is 1.
This matters when using idclev as a quick way to revisit a later map: the cheat does not preserve the inventory you had before entering the new level.
Cheat restrictions in multiplayer
The released source code disables the status-bar cheats during netgames, with IDCLEV as the exception. In other words, cheats such as IDDQD, IDKFA, IDFA, IDCLIP, and the other status-bar cheats do not operate normally during a network game, while the level-warp cheat remains available. IDDT has an additional restriction: it is disabled in deathmatch.
Nightmare! restrictions
The original DOS executables disable nearly all cheats on Nightmare! difficulty, with IDDT and IDCLEV remaining available. The released source code comments out this skill check for debugging purposes, so source ports decide independently whether to restore the original restriction. The Nightmare! rule therefore should not be treated as universal across every source port.
The rule also does not apply to the Doom Classic Unity port or to Doom + Doom II.
Final Doom
TNT: Evilution and The Plutonia Experiment run on the Doom II executable, so every code and every rule on this page applies to them unchanged, including the two-digit map numbers. Their own map names and tracks are in the level database, filterable per game.
Doom95 extras
Doom95 adds two cheats that are not present in the DOS executables or the released Doom source code:
fhhall– Deals 10,000 damage to every monster on the map except Lost Souls (a Pain Elemental killed this way still releases its Lost Souls)fhshh– Toggles whether monsters can notice a quiet player.
The fh prefix comes from Fred Hommel, who programmed the Doom95 cheats. hall refers to Jason Hall, who requested the fhhall cheat. fhshh produces the messages “be vewy vewy quiet…” and “Achoo!” when toggled.
Frequently asked questions
Does IDSPISPOPD work in Doom II?
The original DOS Doom II executable recognises IDCLIP, not IDSPISPOPD. However, the released source code accepts both strings, and source ports derived from it commonly do the same. If you are playing the original DOS executable, use IDCLIP; in a source port, either spelling may work.
What happens when I use IDCLEV in Doom II?
The level changes immediately, but your player state is reset: 100 health, no armor, a pistol with 50 bullets, no keys or power-ups, and the appropriate starting weapon selection. The handler accepts map numbers through 34, even though the standard Doom II IWAD ends at MAP32.
Why did I die on MAP30 with god mode on?
The Icon’s spawn cube can telefrag the player when it reaches a spawn location. A telefrag deals 10,000 damage, while normal god mode protection covers damage below 1,000. MAP30’s spawning code specifically permits the telefrag against an invulnerable player, so IDDQD cannot protect you from a cube landing on your position.
Do the Doom II cheat codes work in Final Doom?
Yes. TNT: Evilution and The Plutonia Experiment use the Doom II executable, so every code and the two-digit map numbering work the same way.
Do the codes still work in source ports?
Most ports keep them as they were. GZDoom and UZDoom add a console with commands like god and noclip next to the classic codes; ports that aim at vanilla behaviour, such as Chocolate Doom, match the original exactly. Our Doom cheat codes page lists the console equivalents.
Sources
- Doom cheat codes — The Doom Wiki at DoomWiki.org
- IDCLEV idiosyncrasies — The Doom Wiki at DoomWiki.org
- Doom95 — The Doom Wiki at DoomWiki.org
- id Software — DOOM source code (linuxdoom-1.10), st_stuff.c: cheat sequences, IDCLIP/IDSPISPOPD, IDMUS and IDCLEV limits
- id Software — DOOM source code, p_inter.c: god mode ignores damage below 1,000
- id Software — DOOM source code, p_map.c: a telefrag deals 10,000 damage