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A '''ghost monster''' is a monster with unusual ghost-like properties. This is caused by a rare [[engine bug|bug]] that occurs when the [[monster]]'s corpse becomes a small pool of gore by being crushed under a door or ceiling and is then resurrected by an [[arch-vile]]. The ghost monster looks normal and still behaves like before being killed, except that it retains some of the properties of the pool of gore it had become. When moving, these properties allow it to pass through walls to [[sector]]s that are equal to or lesser in height in respect to the one it occupies. As far as combat is concerned, the ghost monster can usually only be harmed by [[splash damage]], monster [[melee]] attacks, [[arch-vile]] attacks, and [[telefrag]]ging. Nonetheless, since its near-immunity to some attacks occurs because it cannot be aimed at, it is possible to harm it by hitting a specific, very narrow area at the base of its axis with a regular [[projectile]] attack, although this is very difficult to achieve.
 
A '''ghost monster''' is a monster with unusual ghost-like properties. This is caused by a rare [[engine bug|bug]] that occurs when the [[monster]]'s corpse becomes a small pool of gore by being crushed under a door or ceiling and is then resurrected by an [[arch-vile]]. The ghost monster looks normal and still behaves like before being killed, except that it retains some of the properties of the pool of gore it had become. When moving, these properties allow it to pass through walls to [[sector]]s that are equal to or lesser in height in respect to the one it occupies. As far as combat is concerned, the ghost monster can usually only be harmed by [[splash damage]], monster [[melee]] attacks, [[arch-vile]] attacks, and [[telefrag]]ging. Nonetheless, since its near-immunity to some attacks occurs because it cannot be aimed at, it is possible to harm it by hitting a specific, very narrow area at the base of its axis with a regular [[projectile]] attack, although this is very difficult to achieve.
  
Some [[PWAD]]s have used the ghost monster phenomenon as a feature, such as [[Dark Side of the Mind]], [[The Waterfront]], [[Requiem]]'s [[MAP23: Hatred (Requiem)|MAP23: Hatred]], [[Icarus: Alien Vanguard]]'s [[MAP24: The Haunting (Icarus: Alien Vanguard)|MAP24: The Haunting]], [[Unholy Realms]]'s [[MAP06: Sewage Entrypoint (Unholy Realms)|MAP06: Sewage Entrypoint]], [[Hell Revealed]]'s [[MAP26: Afterlife (Hell Revealed)|MAP26: Afterlife]], [[Hell to Pay]]'s [[MAP14: The Habitat Deck (Hell To Pay)|MAP14: The Habitat Deck]] and [[MAP22: Vile Temple (Hell To Pay)|MAP22: Vile Temple]], and [[Plutonia 2]]'s [[MAP32: Go 4 It (Plutonia 2)|MAP32: Go 4 It]].
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Some [[PWAD]]s have used the ghost monster phenomenon as a feature, such as [[Dark Side of the Mind]], [[The Waterfront]], [[Requiem]]'s [[MAP23: Hatred (Requiem)|MAP23: Hatred]], [[Icarus: Alien Vanguard]]'s [[MAP24: The Haunting (Icarus: Alien Vanguard)|MAP24: The Haunting]], [[Hell Revealed]]'s [[MAP26: Afterlife (Hell Revealed)|MAP26: Afterlife]], [[Hell to Pay]]'s [[MAP14: The Habitat Deck (Hell To Pay)|MAP14: The Habitat Deck]] and [[MAP22: Vile Temple (Hell To Pay)|MAP22: Vile Temple]], and [[Plutonia 2]]'s [[MAP32: Go 4 It (Plutonia 2)|MAP32: Go 4 It]].
  
 
As with many [[Doom engine]] bugs, this one is fixed in many [[source port]]s, including [[Boom]]; while [[Doomsday]] retains it fully, other ports, such as [[ZDoom]], automatically enable it for maps widely known to utilize the bug, namely the above examples, but otherwise prevents the bug from occurring. In [[MBF]], it depends on whether the {{c|comp_vile}} setting is enabled.
 
As with many [[Doom engine]] bugs, this one is fixed in many [[source port]]s, including [[Boom]]; while [[Doomsday]] retains it fully, other ports, such as [[ZDoom]], automatically enable it for maps widely known to utilize the bug, namely the above examples, but otherwise prevents the bug from occurring. In [[MBF]], it depends on whether the {{c|comp_vile}} setting is enabled.

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