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'''As a DeathTrope, this naturally involves spoilers.'''

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'''As a DeathTrope, {{Death Trope|s}}, this naturally involves spoilers.'''
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** Averted in the first two games, where corpses remain as 2D textures, but played straight in ''VideoGame/Doom64'' and the UsefulNotes/GameBoyAdvance ports, due to performance reasons.

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** Averted in the first two games, where corpses remain as 2D textures, but played straight in ''VideoGame/Doom64'' and the UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance ports, due to performance reasons.



** The remake of ''Resident Evil'' for UsefulNotes/NintendoGameCube pretended to avert this to give you a nasty surprise. Any zombie killed remains behind, unless you burn the corpse or destroy the head. Later on it turns out they're NotQuiteDead; about an hour after killing a zombie it gets up and starts ''running'' around as the more powerful and deadly [[DemonicSpiders Crimson Head]]. Other enemies play it completely straight and vanish once you leave the room.

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** The remake of ''Resident Evil'' for UsefulNotes/NintendoGameCube Platform/NintendoGameCube pretended to avert this to give you a nasty surprise. Any zombie killed remains behind, unless you burn the corpse or destroy the head. Later on it turns out they're NotQuiteDead; about an hour after killing a zombie it gets up and starts ''running'' around as the more powerful and deadly [[DemonicSpiders Crimson Head]]. Other enemies play it completely straight and vanish once you leave the room.
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* ''VideoGame/CrescentPrism'': After the battle with Count Chroma in Chapter 1, [[spoiler:Count Chroma and Astrid are nowhere to be found. However, Count Chroma is still alive after the time skip, making Astrid's fate [[UncertainDoom ambiguous]]]].
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Bonus Boss is a disambiguation


* In ''VideoGame/DragonsDogma'', the corpses of non-human enemies rot if you left them for a while, large enemies would decay and melt into a pile of bones. Corpses of humanoid enemies disappear instead of rotting however. The ''Dark Arisen'' expansion turns this as a gameplay mechanic, the corpses of enemies in Bitterblack Isles rot into piles of remains which stay on screen, and they allure various [[BonusBoss Necrophagus Creatures]], including ''[[TheGrimReaper Death]]'' himself.

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* In ''VideoGame/DragonsDogma'', the corpses of non-human enemies rot if you left them for a while, large enemies would decay and melt into a pile of bones. Corpses of humanoid enemies disappear instead of rotting however. The ''Dark Arisen'' expansion turns this as a gameplay mechanic, the corpses of enemies in Bitterblack Isles rot into piles of remains which stay on screen, and they allure various [[BonusBoss Necrophagus Creatures]], Creatures, including ''[[TheGrimReaper Death]]'' himself.

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* In ''VideoGame/AlanWake'', the Taken dissolve when they're killed. Alan gets freaked out by it.
* In the original ''VideoGame/AloneInTheDark'' trilogy, defeated monsters dissolve into bubbles(or maybe it's 3D smoke).
* ''VideoGame/{{Arknights}}'': People infected with Oripathy dissolve into active Originium dust upon death, which means dead Infected are a biohazard threat and requires containment or cremation to destroy the Originium in their bodies. The fate of dead Infected came up multiple times during events - most notably during the ''VideoGame/RainbowSixSiege'' collab event "Operation Originium Dust" where Team Rainbow witness Doctor Miarow's body dissolving after the Rhodes Island team sealed it inside a building.
* ''Franchise/BaldursGate'' averts this trope. Everything you kill lies there dead for the rest of the game, unless you killed it in some way that doesn't leave a body (e.g. vaporizing zombies with your enchanted mace).
** It is played straight in cutscenes with the Bhaalspawn (including [[spoiler:your very character and the BigBad]]), because their essence gets back to Bhaal, and their body is seen getting pulverized like in a Thanos snap. This leaves the room open for a major plot hole in the sequel though: [[spoiler:Imoen is retconned into a Bhaalspawn too, but she can die normally and even get resurrected like every other character]].

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* In ''VideoGame/AlanWake'', the ''VideoGame/AlanWake'': The Taken dissolve when they're killed. Alan gets freaked out by it.
* ''VideoGame/AloneInTheDark'': In the original ''VideoGame/AloneInTheDark'' trilogy, defeated monsters dissolve into bubbles(or maybe it's 3D smoke).
* ''VideoGame/{{Arknights}}'': People infected with Oripathy dissolve into active Originium dust upon death, which means dead Infected are a biohazard threat and requires containment or cremation to destroy the Originium in their bodies. The fate of dead Infected came up multiple times during events - -- most notably during the ''VideoGame/RainbowSixSiege'' collab event "Operation Originium Dust" where Team Rainbow witness Doctor Miarow's body dissolving after the Rhodes Island team sealed it inside a building.
* ''Franchise/BaldursGate'' averts this trope. Everything you kill lies there dead for the rest of the game, unless you killed it in some way that doesn't leave a body (e.g. vaporizing zombies with your enchanted mace).
**
mace). It is played straight in cutscenes with the Bhaalspawn (including [[spoiler:your very character and the BigBad]]), because their essence gets back to Bhaal, and their body is seen getting pulverized like in a Thanos snap. This leaves the room open for a major plot hole in the sequel though: [[spoiler:Imoen is retconned into a Bhaalspawn too, but she can die normally and even get resurrected like every other character]].



* To emphasize that he is DeaderThanDead, Crono, the ''main character'' of ''VideoGame/ChronoTrigger'', is utterly vaporized by an attack by Lavos in the Ocean Palace of 12,000 B.C. The first immediately available sidequest involves TrickedOutTime to save him, in which a large doll in his image is substituted for the real thing right at the moment of death.

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* ''VideoGame/ChronoTrigger'': To emphasize that he is DeaderThanDead, Crono, the ''main character'' of ''VideoGame/ChronoTrigger'', character'', is utterly vaporized by an attack by Lavos in the Ocean Palace of 12,000 B.C. The first immediately available sidequest involves TrickedOutTime to save him, in which a large doll in his image is substituted for the real thing right at the moment of death.
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* ''VideoGame/RaveHeart'': Unlike most of the other races, Errans do not leave a corpse behind when they die.
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** Other semi-spiritual beings such as banshees can't leave land-markers, and they simply disappear instead.

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** Other semi-spiritual beings such as banshees can't leave land-markers, and so they simply disappear instead.
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** Semi-spiritual beings such as fairies don't leave behind bodies when they die. Instead, they may leave specific land-markers. [[spoiler:The dead hawthorn tree that was uprooted in January 2023 was the "body" of the fairy that was killed by a drunk driver in 1959, but since it wasn't legally classified as a "remains", the witnesses couldn't prove that there was a body, and the case was dismissed.]]

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** Semi-spiritual beings such as fairies don't leave behind bodies when they die. Instead, they may leave specific land-markers. [[spoiler:The dead hawthorn tree that was uprooted in January 2023 was the "body" of the fairy that was killed by a drunk driver in 1959, but since it wasn't legally classified as a "remains", the witnesses couldn't prove that there was a body, and the body. The case was dismissed.dismissed on the grounds of that and the victim being a "transient", or an unregistered citizen or "uncategorizable" being at the time..]]
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* ''VideoGame/CoffeeTalk Episode 2: Hibiscus and Butterfly'':
** Semi-spiritual beings such as fairies don't leave behind bodies when they die. Instead, they may leave specific land-markers. [[spoiler:The dead hawthorn tree that was uprooted in January 2023 was the "body" of the fairy that was killed by a drunk driver in 1959, but since it wasn't legally classified as a "remains", the witnesses couldn't prove that there was a body, and the case was dismissed.]]
** Other semi-spiritual beings such as banshees can't leave land-markers, and they simply disappear instead.

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Aversions aren't examples and shouldn't be listed as such.


* Averted in ''VideoGame/{{Thief}}: The Dark Project'' and its sequels, which all involved hiding bodies (corpses or unconscious foes) to avoid alerting guards and other traffic (and inspired the body-disposal game mechanic of ''No One Lives Forever'', above). With rare exceptions, such as haunts and fire elementals, all kills in ''Thief'' leave a corpse and a liability.



* In ''VideoGame/TotalAnnihilation'', destroyed units leave behind beaten shape of themselves, blocking way for other units and fire. Fortunately, they are easy to destroy. Or they can be recycled for resources, but this takes a lot more time.
* In ''VideoGame/{{Undertale}}'', monsters disintegrate into dust when they die. Sometimes, dust can be found on items, suggesting that if it didn't belong to a monster that had died, it belonged to someone who killed a monster. In a No Mercy-run, [[CloudCuckooLander Papyrus]] will comment on your dusty state.

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* In ''VideoGame/TotalAnnihilation'', destroyed ''VideoGame/TotalAnnihilation'': Destroyed units leave behind beaten shape of themselves, blocking way for other units and fire. Fortunately, they are easy to destroy. Or they can be recycled for resources, but this takes a lot more time.
* In ''VideoGame/{{Undertale}}'', monsters ''VideoGame/TotalWarWarhammer'': When killed, most units drop dead as a corpse and remain where they fell for the duration of the battle. However, incorporeal or magically summoned beings don't usually leave physical bodies behind -- for instance, the bodies of slain demons vanish in a burst of flames or colored smoke while a wisp of energy returns to the Realm of Chaos, while Kislev's ice bears dissolve into nothingness.
* ''VideoGame/{{Undertale}}'': Monsters
disintegrate into dust when they die. Sometimes, dust can be found on items, suggesting that if it didn't belong to a monster that had died, it belonged to someone who killed a monster. In a No Mercy-run, [[CloudCuckooLander Papyrus]] will comment on your dusty state.
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* ''VideoGame/{{Arknights}}'': People infected with Oripathy dissolve into active Originium dust upon death, which means dead Infected are a biohazard threat and requires containment or cremation to destroy the Originium in their bodies. The fate of dead Infected came up multiple times during events - most notably during the ''VideoGame/RainbowSixSiege'' collab event "Operation Originium Dust" where Team Rainbow witness Doctor Miarow's body dissolving after the Rhodes Island team sealed it inside a building.


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* ''VideoGame/{{Warframe}}'': Enemies killed by certain types of damage (usually corrosive, viral and radiation) will dissolve into nothing upon death. Fortunately for players, this does not affect Nekros' Desecrate ability and he can still reroll the bodies for more drops.

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* ''VideoGame/{{Doom}}'':
** Averted in the first two games, where corpses remain as 2D textures, but played straight in the UsefulNotes/GameBoyAdvance ports, due to the performance reasons listed above.
** Played straight in ''VideoGame/Doom3'', for the performance reasons listed above. Power gamers, annoyed that their rigs weren't being used to their full potential, rapidly modded the game to force bodies to stay put.
*** Only demons burn away when they die. Zombies are left behind, unless you splatter them. Then they’ll disappear.

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* ''VideoGame/{{Doom}}'':
''Franchise/{{Doom}}'':
** Averted in the first two games, where corpses remain as 2D textures, but played straight in ''VideoGame/Doom64'' and the UsefulNotes/GameBoyAdvance ports, due to the performance reasons listed above.
reasons.
** Played straight in ''VideoGame/Doom3'', for the performance reasons listed above. Power gamers, annoyed that their rigs weren't being used to their full potential, rapidly modded the game to force bodies to stay put.
***
''VideoGame/Doom3'': Only demons burn away when they die. Zombies are left behind, unless you splatter them. Then they’ll disappear.
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* ''VideoGame/FugaMelodiesOfSteel'' runs with this whenever the [[DesperationAttack Soul]] [[PoweredByAForsakenChild Cannon]] is used. During the tutorial, the Voice on the Radio states that whoever enters the chamber to power the Soul Cannon will "fade away", and the only thing left of their existence is a TragicKeepsake you can pick up for extra experience points proportionate to the sacrificed child's level. The manga adaptation goes into gruesome details on not only how the Bio-Energy is extracted from the child in order to power the Soul Cannon, but also the amount of brutality needed for this trope to occur, as the sacrificed child is ImpaledWithExtremePrejudice multiple times in quick succession while the chamber itself is heated to temperatures hot enough to eviscerate skin and bone. And it's not quick, painless, or clean either, [[BloodyHorror as the entire chamber and everything surrounding it is coated in the blood of its victim]].

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* ''VideoGame/FugaMelodiesOfSteel'' runs with this whenever the [[DesperationAttack Soul]] [[PoweredByAForsakenChild Cannon]] is used. During the tutorial, the Voice on the Radio states that whoever enters the chamber to power the Soul Cannon will "fade away", and the only thing left of their existence is a TragicKeepsake you can pick up for extra experience points proportionate to the sacrificed child's level. The manga adaptation goes into gruesome details on not [[spoiler:not only how the Bio-Energy is extracted from the child in order to power the Soul Cannon, but also the amount of brutality needed for this trope to occur, as the sacrificed child is ImpaledWithExtremePrejudice multiple times in quick succession while the chamber itself is heated to temperatures hot enough to eviscerate skin and bone. And it's not quick, painless, or clean either, [[BloodyHorror as the entire chamber and everything surrounding it is coated in the blood of its victim]].]]
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* ''VideoGame/HeavenDust'': Any zombie you kill in the game sinks into the ground after a while.
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* ''VideoGame/FugaMelodiesOfSteel'' runs with this whenever the [[DesperationAttack Soul]] [[PoweredByAForsakenChild Cannon]] is used. During the tutorial, the Voice on the Radio states that whoever enters the chamber to power the Soul Cannon will "fade away", and the only thing left of their existence is a TragicKeepsake you can pick up for extra experience points proportionate to the sacrificed child's level. The manga adaptation goes into gruesome details on not only how the Bio-Energy is extracted from the child in order to power the Soul Cannon, but also the amount of brutality needed for this trope to occur, as the sacrificed child is ImpaledWithExtremePrejudice multiple times in quick succession while the chamber itself is heated to temperatures hot enough to eviscerate skin and bone. And it's not quick, painless, or clean either, [[BloodyHorror as the entire chamber and everything surrounding it is coated in the blood of its victim]].
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* This is actually a plot point in ''VideoGame/SonicAndTheBlackKnight''. Knights of the Underworld disappear when they are killed. When Sonic kills the corrupted King Arthur, his body disappears the same way, revealing that he wasn't the real King Arthur.
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*** Aircraft can lead to bizarre situations when they are shot down but the pilot is not killed, as you remain in-game and can control the vehicle until you inevitably crash or decide to bail out: sometimes it can be "destroyed" yet still be partially flyable, to the point that an able or lucky player can even kill an opponent while being registered as "dead" by the game. "Killed" aircraft with enough speed and stability left could even manage (with some difficulty) to land to the airfield, repair and take off again, something that in realistic battles was [[LoopholeAbuse NOT properly intended]] to be possible for airplanes registered as "dead" (after late 2022 updates [[ObviousRulePatch nerfed this possibility]], the game forces a bail out when you land while being counted as "dead").

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*** Aircraft can lead to bizarre situations when they are shot down but the pilot is not killed, as you remain in-game and can control the vehicle until you inevitably crash or decide to bail out: sometimes it can be "destroyed" yet still be partially flyable, to the point that an able or lucky player can even kill an opponent while being registered as "dead" by the game. For many years there was also a LoopholeAbuse when the "dead" aircraft could manage to glide to the enemy airfield and strafe reloading opponents while not being targeted by anti-air defenses, as they didn't register it as officially in battle, after many complaints by the playerbase this was then [[ObviousRulePatch patched out with AAA firing anyway]]. "Killed" aircraft with enough speed and stability left could even manage (with some difficulty) to land to the airfield, repair and take off again, something that in realistic battles was [[LoopholeAbuse NOT properly intended]] intended to be possible for airplanes registered as "dead" (after late 2022 updates [[ObviousRulePatch nerfed this possibility]], possibility, the game forces a bail out when you land while being counted as "dead").
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** Averted with aircraft, as they are rendered until they crash, and if the pilot is snipe-killed but the rest of the vehicle is not damaged, it can potentially glide away until the match ends. Even if you land to the airfield and bail out, the vehicle can still be seen intact on the runway by other players.

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** Averted with aircraft, as they are rendered until they crash, and if the pilot is snipe-killed but the rest of the vehicle is not damaged, it can potentially glide away until the match ends. Even ends, even if you land to the airfield and bail out, the vehicle can still be seen intact on the runway by other players.disconnected.

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** Bizarrely averted with aircraft, as sometimes they can be "killed", but still be partially controllable before crashing, to the point that an able or lucky player can even fire some shots and kill an opponent while being registered "dead" by the game. "Killed" aircraft with enough speed and stability left could even manage (with some difficulty) to land to the airfield, repair and take off again, something that in realistic battles was [[LoopholeAbuse NOT properly intended]] to be possible for airplanes registered as "dead" (after late 2022 updates [[ObviousRulePatch nerfed this possibility]], the game forces a bail out when you land while being counted as "dead").

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** Bizarrely averted Averted with aircraft, as they are rendered until they crash, and if the pilot is snipe-killed but the rest of the vehicle is not damaged, it can potentially glide away until the match ends. Even if you land to the airfield and bail out, the vehicle can still be seen intact on the runway by other players.
*** Aircraft can lead to bizarre situations when they are shot down but the pilot is not killed, as you remain in-game and can control the vehicle until you inevitably crash or decide to bail out:
sometimes they it can be "killed", but "destroyed" yet still be partially controllable before crashing, flyable, to the point that an able or lucky player can even fire some shots and kill an opponent while being registered as "dead" by the game. "Killed" aircraft with enough speed and stability left could even manage (with some difficulty) to land to the airfield, repair and take off again, something that in realistic battles was [[LoopholeAbuse NOT properly intended]] to be possible for airplanes registered as "dead" (after late 2022 updates [[ObviousRulePatch nerfed this possibility]], the game forces a bail out when you land while being counted as "dead").
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** Bizarrely averted with aircraft, as sometimes they can be "killed", but still be partially controllable before crashing, to the point that an able or lucky player can even fire some shots and kill an opponent while being registered "dead" by the game. Mainly this happens when the vehicle gets critical damage to some parts of the fuselage and a wing missing, but not enough to make the airplane spiral into the ground, and the pilot is still alive. "Killed" aircraft with enough speed and stability left could even manage to land to the airfield, repair and take off again, something that in realistic battles was [[LoopholeAbuse NOT properly intended]] to be possible for airplanes registered as "dead" (after late 2022 updates [[ObviousRulePatch nerfed this possibility]], the game forces a bail out when you land while being counted as "dead").

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** Bizarrely averted with aircraft, as sometimes they can be "killed", but still be partially controllable before crashing, to the point that an able or lucky player can even fire some shots and kill an opponent while being registered "dead" by the game. Mainly this happens when the vehicle gets critical damage to some parts of the fuselage and a wing missing, but not enough to make the airplane spiral into the ground, and the pilot is still alive. "Killed" aircraft with enough speed and stability left could even manage (with some difficulty) to land to the airfield, repair and take off again, something that in realistic battles was [[LoopholeAbuse NOT properly intended]] to be possible for airplanes registered as "dead" (after late 2022 updates [[ObviousRulePatch nerfed this possibility]], the game forces a bail out when you land while being counted as "dead").
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** Bizarrely averted with aircraft, as sometimes they can be "killed" but still be partially controllable before crashing, to the point that an able or lucky player can even fire some shots and kill an opponent while being considered "dead" by the game. Mainly this happens when the vehicle gets critical damage to some parts of the fuselage, but not enough to make the airplane spiral into the ground, and the pilot is still alive. Before late autumn 2022 updates (which nerfed this possibility), "killed" aircraft with enough altitude, speed and stability left could even manage to land to the airfield, repair and take off again, something that in realistic battles was [[LoopholeAbuse NOT properly intended]] to be possible for airplanes registered as "dead".

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** Bizarrely averted with aircraft, as sometimes they can be "killed" "killed", but still be partially controllable before crashing, to the point that an able or lucky player can even fire some shots and kill an opponent while being considered registered "dead" by the game. Mainly this happens when the vehicle gets critical damage to some parts of the fuselage, fuselage and a wing missing, but not enough to make the airplane spiral into the ground, and the pilot is still alive. Before late autumn 2022 updates (which nerfed this possibility), "killed" "Killed" aircraft with enough altitude, speed and stability left could even manage to land to the airfield, repair and take off again, something that in realistic battles was [[LoopholeAbuse NOT properly intended]] to be possible for airplanes registered as "dead"."dead" (after late 2022 updates [[ObviousRulePatch nerfed this possibility]], the game forces a bail out when you land while being counted as "dead").

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* ''VideoGame/WarThunder'': Zig-zagged with tanks, as destroyed husks remain on the map and their players can respawn and still find the wreckage of their previous vehicle in the same spot where they were killed, except when they disconnect or leave the match - in which case the wreckage explodes and get cleared. Bizarrely averted with aircraft, as sometimes they can be "killed" but still be partially controllable before crashing, to the point that an able or lucky player can even fire some shots and kill an opponent while being considered "dead" by the game.

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* ''VideoGame/WarThunder'': ''VideoGame/WarThunder'':
**
Zig-zagged with tanks, as destroyed husks remain on the map and their players can respawn and still find the wreckage of their previous vehicle in the same spot where they were killed, except when they disconnect or leave the match - in which case the wreckage explodes and get cleared. cleared.
**
Bizarrely averted with aircraft, as sometimes they can be "killed" but still be partially controllable before crashing, to the point that an able or lucky player can even fire some shots and kill an opponent while being considered "dead" by the game.game. Mainly this happens when the vehicle gets critical damage to some parts of the fuselage, but not enough to make the airplane spiral into the ground, and the pilot is still alive. Before late autumn 2022 updates (which nerfed this possibility), "killed" aircraft with enough altitude, speed and stability left could even manage to land to the airfield, repair and take off again, something that in realistic battles was [[LoopholeAbuse NOT properly intended]] to be possible for airplanes registered as "dead".
** Exaggerated with ships: when destroyed they always quickly sunk and disappear, even if in some cases it would be reasonable to see wrecked vessels partially submerged for some time or float for awhile while upside down.
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* Zig-zagged in ''VideoGame/WarThunder'', as the husks of destroyed tanks remain on the map, except when the player disconnects - in which case the wreckage explodes and get cleared.

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* ''VideoGame/WarThunder'': Zig-zagged in ''VideoGame/WarThunder'', with tanks, as the husks of destroyed tanks husks remain on the map, map and their players can respawn and still find the wreckage of their previous vehicle in the same spot where they were killed, except when they disconnect or leave the player disconnects match - in which case the wreckage explodes and get cleared.cleared. Bizarrely averted with aircraft, as sometimes they can be "killed" but still be partially controllable before crashing, to the point that an able or lucky player can even fire some shots and kill an opponent while being considered "dead" by the game.
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* Zig-zagged in ''VideoGame/WarThunder'', as the husks of destroyed tanks remain on the map, except when the player disconnects - in which case the wreckage explodes and get cleared.
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** It is played straight in cutscenes with the Bhaalspawn (including [[spoiler:your very character and the BigBad]]), because their essence gets back to Bhaal, and their body is seen getting pulverized like in a Thanos snap. This leaves the room open for a major plot hole in the sequel though: [[spoiler:Imoen is retconned into a Bhaalspawn too, but she can die normally and even get resurrected like every other character]].
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* ''VideoGame/BillyBladeAndTheTempleOfTime'': Any enemy that [[PlayerCharacter Billy]] defeats will fall to the ground and fade from existence shortly after.
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* To emphasize that he is DeaderThanDead, Crono, the ''main character'' of ''VideoGame/ChronoTrigger'', is utterly vaporized by an attack by Lavos in the Ocean Palace of 12,000 B.C. The first immediately available sidequest involves TrickedOutTime to save him, in which a large doll in his image is substituted for the real thing right at the moment of death.
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Lengthy page; created some Subpages and moved examples accordingly.

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'''As a DeathTrope, this naturally involves spoilers.'''

Times where [[NoBodyLeftBehind no body is left behind after death]] in VideoGames.
----

* In ''VideoGame/AlanWake'', the Taken dissolve when they're killed. Alan gets freaked out by it.
* In the original ''VideoGame/AloneInTheDark'' trilogy, defeated monsters dissolve into bubbles(or maybe it's 3D smoke).
* ''Franchise/BaldursGate'' averts this trope. Everything you kill lies there dead for the rest of the game, unless you killed it in some way that doesn't leave a body (e.g. vaporizing zombies with your enchanted mace).
* Tank and vehicle hulls in ''VideoGame/CompanyOfHeroes'' stick around a good long while if they're not hit by more explosions or crushed by heavy tanks, and actually present cover for infantry to use. The Panzer Elite can use repair vehicles to get any Axis tanks back in action so long as the hull remains mostly intact too. Infantry also tend to take a while to fade, and can be 'rescued' by Medics from a Bunker to form a new squad.
* Played particularly bizarrely in ''VideoGame/TheConduit'', where the enemies visibly dissolve or incinerate shortly after death -- something that obviously '''should''' have an in-universe reason, as opposed to just disappearing because of engine limitations -- but no-one bothers to comment it.
* Averted in ''VideoGame/CounterStrike'', as bodies of players who are killed remain on the map for the remainder of the map, and in the Counter-Strike Source are ragdolled and can be moved around by explosions.
* In ''VideoGame/{{Crysis}}'', the final function of the nanosuit involves completely incinerating itself and the downed user (your character or one of his similarly-equipped RedShirt colleagues) from the inside out to assure enemy forces aren't able to capture information from their corpse. Nifty. The Aliens do this too, their machines always self-destruct.
* Averted in ''VideoGame/DawnOfWar'', partially because the Necrons can re-use their corpses.
* ''VideoGame/DestroyAllHumans'' gives us the disintegrator ray and the Ion Detonator.
* ''VideoGame/{{Diablo}}'' averts the trope: not only do corpses stay behind, the bodies of acid/poison spitters can continue to damage you if you stand on them.
** In the sequels, there are certain techniques that destroy bodies, which is important because some enemy summoners can resurrect them.
** Some enemies (like the Maw Beasts in ''Diablo II'') eat and spit corpses on you.
* One of the abilities the players can gain in ''VideoGame/{{Dishonored}}'' is "Shadow Kill", which disintegrates the corpses of people you kill. The game also plays the trope straight in the usual way, in that bodies disappear after a while - which is noteworthy because hiding bodies is an important part of gameplay when playing stealthily. It can become extremely unnerving when a carefully-hidden unconscious body is suddenly gone on a subsequent visit to its hiding place, leaving the player wondering if someone found the body and woke that person up, or questioning their memory of hiding a body there in the first place.
* ''VideoGame/{{Doom}}'':
** Averted in the first two games, where corpses remain as 2D textures, but played straight in the UsefulNotes/GameBoyAdvance ports, due to the performance reasons listed above.
** Played straight in ''VideoGame/Doom3'', for the performance reasons listed above. Power gamers, annoyed that their rigs weren't being used to their full potential, rapidly modded the game to force bodies to stay put.
*** Only demons burn away when they die. Zombies are left behind, unless you splatter them. Then they’ll disappear.
* Averted in ''VideoGame/DragonAgeOrigins'', once you kill someone/something their corpse/skeleton will lay in the place you killed them for the rest of the game. Except for Abominations, they explode after you kill them, and Rage Demons and Shades, they disappear somewhere. Played straight in ''VideoGame/DragonAgeII'', though.
* In ''VideoGame/DragonsDogma'', the corpses of non-human enemies rot if you left them for a while, large enemies would decay and melt into a pile of bones. Corpses of humanoid enemies disappear instead of rotting however. The ''Dark Arisen'' expansion turns this as a gameplay mechanic, the corpses of enemies in Bitterblack Isles rot into piles of remains which stay on screen, and they allure various [[BonusBoss Necrophagus Creatures]], including ''[[TheGrimReaper Death]]'' himself.
* In ''Franchise/TheElderScrolls'' series, this is the case for some [[OurVampiresAreDifferent vampire]] bloodlines. When slain, their bodies will turn to ash, which can then be collected as a valuable alchemical ingredient. This ash can even be collected off of some vampires who do leave a body behind.
* Spaceship wrecks in ''VideoGame/EveOnline'' last for about two hours before vanishing.
* The first few ''VideoGame/{{Fallout}}'' games averted this in that corpses tended to stick around for several days unless the player managed to obliterate their opponent with certain energy weapons. After the corpses decay/presumably are eaten a pool of blood remains on the spot. Generally the blood pools disappeared after some days but those that did not sometimes hid useful items.
** In the Anchorage Reclamation simulation in the ''VideoGame/Fallout3'' DLC ''Operation: Anchorage'', corpses disappear in blue static a few seconds after death, preventing the player from looting bodies.
** During the ambush at the end of the ''Lonesome Road'' DLC in ''VideoGame/FalloutNewVegas'', the Marked Men always melt into goo after being killed (as when killed with a plasma weapon), to prevent memory overusage from too many corpses in the room.
* Averted in ''VideoGame/FarCry2'', corpses tend to stick around until you leave the area far behind; then the area resets, removing corpses, replenishing supplies and guards, etc. The most obvious handwave is that the next patrol comes by, cleans up, and calls in reinforcements to restock the place, though you never see this happening. The game would quickly become [[EasierThanEasy super easy]] if everything you destroyed stayed destroyed.
* ''Franchise/FinalFantasy'':
** This is common with character deaths in earlier ''Franchise/FinalFantasy'' titles, such as with the deaths of Scott and Josef in ''VideoGame/FinalFantasyII'' and also with Galuf in ''VideoGame/FinalFantasyV''.
** Nonhuman enemies in ''VideoGame/FinalFantasyX'' collapse into pyreflies (supernatural firefly-like insects) when slain. This is because they're the souls of people not given proper burial rites. Machines explode, but their parts and human enemies are subject to EverythingFades.
* ''VideoGame/GiantsCitizenKabuto'' handwaves this trope by revealing that the planet you're on is host to an ''extremely'' ravenous race of scavengers who live underground, constantly awaiting fresh meat: Killing enemies greets you with the sight of hundreds of them popping up all around the newly formed corpse and rapidly devouring it before vanishing back underground, leaving only a bloodstain and a power-up.
* ''VideoGame/GoldenAxe'' is possibly the oldest game that doesn't do this: in the arcade version, every enemy you defeat fades to gray and remains on the floor like that. In most ports, however, the enemies do disappear, probably because of memory constraints.
* In ''Franchise/{{Halo}}'', this is a regular hazard with human space travel. Even when a slipspace drive is offline, nearby items and people run the risk of simply disappearing. And when the drive ''is'' active, ships have a chance of going into slipspace and never returning.
* ''VideoGame/TheHauntedRuins'': Defeated enemies pop, with a popping sound, and turns into a puff of white smoke that fades away.
* If the FinalBoss of ''VideoGame/{{Iji}}'' is allowed to charge his ultimate attack, a WaveMotionGun normally mounted on spaceships, he'll [[ShockwaveStomp stomp the ground to pop you into the air]] before firing. If this hits, Iji's injury cry is suddenly cut short as she's hit with a weapon used to strip the atmosphere from planets, [[https://www.youtube.com/watch?v=ZL9MzRSB5Fo leaving nothing behind]]. [[SuddenSoundtrackStop The boss music even stops]] to emphasize how over the fight really is.
* ''Franchise/KingdomHearts'':
** ''VideoGame/KingdomHeartsII'' has Organization XIII who dissolve into black dust-like particles when defeated. It's usually [[DeathIsDramatic very dramatic]], and for at least one, tearjerking.
** This happens to the Organization members in ''[[VideoGame/KingdomHeartsChainOfMemories Re:Chain of Memories]]'' too, and for the same reason.
** This is because Organization XIII, [[HumanoidAbomination being humanoid Nobodies and thus walking bundles of nothingness]], return to the nothing from whence they came upon dying. However, TheStinger of ''[[VideoGame/KingdomHeartsCoded Re:coded]]'' reveals that [[spoiler:if you killed that person's Heartless before killing their Nobody, their complete self would be [[BackFromTheDead reborn]]. Indeed, several Organization members return as their original selves in this manner come ''[[VideoGame/KingdomHearts3DDreamDropDistance 3D]]'']].
* Due to censorship, this is cranked up to eleven in the Australian version of ''VideoGame/Left4Dead2'', with bodies often disappearing [[https://www.youtube.com/watch?v=OH7QCtuaXgI before they even hit the ground]].
* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': Mostly played straight, save for two instances:
*** ''[[DemonicSpiders Redeads.]]'' When you kill one, it doesn't vanish into flame like every other enemy, it just sort of crumples. This gets especially creepy when now, every other Redead in the area will hobble over to their dead comrade, [[WildMassGuessing probably to]] [[NightmareFuel eat them.]] Or mourn for them, which is strangely also a horrifying concept. If you remain for a while, however, the Redead's body will seemingly sort of... melt away.
*** King Dodongo is the only boss whose body remains after the fight, as he [[AMoltenDateWithDeath rolled into the lava pit in the center of the room]] and his corpse got stuck inside the cooled lava. It's still there if you return to the Dodongo Caverns as an adult seven years later InUniverse.
** ''VideoGame/TheLegendOfZeldaMajorasMask'': The [[GratuitousNinja Garo]] {{Ninja}}s, seemingly by their own unknown BadassCreed, are required to ensure that they leave no body behind. Common Garo Robes solve this by setting themselves aflame while the more hardcore mini-boss, [[KingMook Garo Master]], decides not to take any risks, [[ThereIsNoKillLikeOverkill pulls out a bomb]] and blows his failing body to dust.
--->'''Garo Master:''' Die I shall, leaving no corpse. That is the law of us Garo.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'':
*** Defeated enemies vanish in a burst of purple smoke while slain animals disappear in a puff of dust, in both cases only leaving behind their various OrganDrops.
*** The Monks in the shrines disintegrate into green particles, clothes and all, after Link has solved their puzzles and obtained their soul orb. Implicitly, they have fulfilled their duty and are now [[AscendedToAHigherPlaneOfExistence ready to move on]].
*** Downplayed with Yiga enemies, who [[NonLethalKO do not appear to die when defeated]] and instead teleport away, leaving behind their weapon, Rupees, and bananas.
*** This is subverted only by horses, who ragdoll onto the ground upon death and only vanish after a while. In a game where every other creature disappears, seeing your once-companion in a lifeless state like this is rather disquieting.
* Averted and played straight in ''VideoGame/{{Marathon}}''. Most of the Pfhor varieties and three of their slave races (the Lookers, Wasps and Hulks) leave corpses, as do the automated defense drones and humans. The exceptions are the S'pht, which dissolve when killed, and in the first game, the Pfhor Juggernauts, which explode with incredible force that vaporizes them (and does a lot of damage to anyone not on the far side of a wall). ''Marathon 2'' versions apparently leave remains though.
* Both played straight and averted in ''VideoGame/MetalGearSolid4GunsOfThePatriots''. When killed, the elite FROG soldiers immediately dissolve into dust. However, when a normal soldier is killed, his body remains and must be disposed of to keep other soldiers from discovering it.
* When Samus dies in the original ''VideoGame/{{Metroid|1}}'' she explodes into pieces. In most other games in the franchise a game over shows this happening to her PoweredArmor. In ''VideoGame/MetroidPrime'' Samus' plasma beam is powerful enough to completely vaporize enemies.
* In ''VideoGame/{{Minecraft}}'', all mobs explode into a puff of smoke when killed.
* ''VideoGame/MinecraftStoryMode'':
** Mobs and animals vanish upon death and leave behind their drop the same way they do in ''Minecraft'' proper.
** Subverted with humans and [[spoiler:the Wither Storm, as when it's finally killed in the end, its remains fall to the ground. It also leaves a unique black Nether Star behind]].
* It's not at all unusual for slain enemies in ''VideoGame/NetHack'' to leave a corpse; it will rot over time but not vanish immediately and [[DevelopersForesight may have a variety of uses]], though not all of them are necessarily always safe.
* ''[[VideoGame/NexusWar Nexus Clash]]'' explains this trope with Death Servitors employed by the local death deity to gather player-character corpses and carry them away from the battlefield. [[OurLichesAreDifferent Lich]] necromancers can bribe the servitors to deliver the corpses to themselves instead.
* The ''VideoGame/NinjaGaiden'' reboot has defeated enemies melt into bloody ooze.
* ''VideoGame/NoMoreHeroes''. In the English/uncensored version, the enemies, after being cutting in half, while stay for a few seconds before disappearing, giving enough time for blood geysers to erupt, where as in the Japanese/censored version, they just turn into dust right away. This is noticeable for the bosses. In the English version, the bosses won't disappear after dying. They'll just sit there, gruesomely dead, where as in the Japanese version, the bodies will turn to dust when needed. Special notice goes to Holly Summers, whose head gets blown off. In the English version, the head is gone and you bury her. In Japanese, well, it's like in the cartoons where the character has black ash all over their face. And you still bury her.
* In ''VideoGame/{{Okami}}'' and ''VideoGame/{{Okamiden}}'', your enemies turn into flowers when you kill them. Instead of spurting blood, they will literally shoot pure flowers from their veins. Issun explains this in the first game as "When a demon is exorcised, the gods power can return, and nature thrives." This doesn't explain how the flowers the Demons leave behind disappear too.
* In ''VideoGame/{{Onimusha}}'' games, whenever you slay a Genma the corpse will dissolve almost instantly, leaving souls behind. Enemies killed with a [[OneHitKill Issen Counterattack]] will usually fade away faster. Bosses tend to last a bit longer, usually long enough for a cutscene to play, after which you can absorb the usually generous amount of souls from them.
* In ''VideoGame/{{Paladins}}'', Lex's [[LimitBreak ultimate]] instantly kills and vaporizes enemies out of existence if they are [[FinishingMove sufficiently wounded]]. Enemies that aren't sufficiently wounded will just take some damage and be slowed.
* Zig-zagged in ''VideoGame/ParasiteEve2''. Monsters melt into evaporating puddles of goo whenever you kill them, but in the last part of the game, the stage becomes populated with killer cyborgs, and their bodies do ''not'' disappear, even if you leave the room and come back later.
* ''VideoGame/PhantomBrave'' averts this with defeated units simply keeling over on the ground, meaning that you have to manually destroy the body of fallen enemies to get them out of the way. Of course, this means you can revive your units mid-fight, alongside any neutral units.
* ''VideoGame/{{Pikmin}}'': Mostly averted in the games, since collecting dead creatures' bodies is the primary way to grow new Pikmin. The trope is somewhat both lampshaded and justified in the second game's Piklopedia entry for one of the bosses that does actually crumple to dust upon defeat, where Olimar notes how frustrating it is to have no study samples from that family of creatures due to its mysterious self-destruction upon death. Played straight to a very creepy effect in [[spoiler:the Final Landing site Formidable Oak]] in ''VideoGame/Pikmin3'', where every defeated enemy collapse into puddles of golden liquid that swiftly evaporate.
* ''Franchise/{{Pokemon}}'':
** From ''[[VideoGame/PokemonRedAndBlue Red and Blue]]'' till ''[[VideoGame/PokemonBlack2AndWhite2 Black 2 and White 2]]'', whenever a Pokémon faints in battle, its sprite falls down from its position, leaving nothing behind. The 3D games starting from ''[[VideoGame/PokemonXAndY X and Y]]'' [[{{Subverted}} avoids this]] for trainer's pokémon by having the pokémon recalled back into their pokéball once they play their fainting animation. For wild pokémon, the trope is still in effect but they now shrink until there's nothing left.
** In the ''VideoGame/PokemonMysteryDungeon'' series, fainted Pokémon fade into nothingness, occasionally leaving behind any held items.
* Averted in ''VideoGame/{{Primal}}''. Corpses remain permanently, unless Jen is killed before passing the next Checkpoint. Then the corpse vanishes when its monster is respawned. There aren't enough monsters per area create an overload of corpses. Corpses also have energy for Scree to drain and may contain objects necessary to continue.
* Justified in ''VideoGame/PrinceOfPersiaTheSandsOfTime'' and its sequels, as most of your enemies are made of sand. This doesn't stop Shahdee (who appears to be a normal human) from vanishing in a flash of light after her defeat.
* In the ''Franchise/ResidentEvil'' series, the Plaga parasites cause the host's body to break down chemically upon death, meaning it dissolves soon after it hits the ground. The C-Virus has a similar effect, except the corpse ignites to cinders due to the heat buildup typical of the T-Veronica virus that was used to create the C-Virus.
** The remake of ''Resident Evil'' for UsefulNotes/NintendoGameCube pretended to avert this to give you a nasty surprise. Any zombie killed remains behind, unless you burn the corpse or destroy the head. Later on it turns out they're NotQuiteDead; about an hour after killing a zombie it gets up and starts ''running'' around as the more powerful and deadly [[DemonicSpiders Crimson Head]]. Other enemies play it completely straight and vanish once you leave the room.
* Since ''VideoGame/ShadowOfTheColossus'' only has 16 enemies anyway, and they're too spread out to risk piling up, the corpses of killed Colossi remain throughout the whole game, and you can even have flashback-styled fights with ones you've already killed. The small creatures, however, such as lizards, disappear after you kill them.
* Whenever someone dies in ''VideoGame/TheSims'', they transforms into an urn (if inside) or a tombstone (if outside). As long as the urn/tombstone isn't deleted, the sim's ghost will occasionally came around at night. Some pre-made lots come with tombstones and are thus already haunted.
* In ''VideoGame/SonicLostWorld'', when Zazz, Zomom, Master Zik, and Zeena were defeated in Lava Mountain, they exploded in a puff of smoke.
* A weapon in ''VideoGame/TeamFortress2'', a knife called "Your Eternal Reward", allows a Spy to [[OneHitKill backstab]] someone, cause their corpse to silently vanish, then immediately assume the victim's appearance, thus blending in near-perfectly with enemies who are left unaware that their real teammate is dead.
** The '[[{{Zeerust}} futuristic space gun]]' weapons available to the Soldier, Pyro, and Engineer either incinerate or disintegrate enemies on death, leaving behind no remains (the effect is very similar to ''VideoGame/HalfLife2'''s [=AR2=] secondary fire). Unlike the Spy's knife, these are very loud and visibly obvious weapons, and are also shown in the kill feed.
* Averted in ''VideoGame/{{Thief}}: The Dark Project'' and its sequels, which all involved hiding bodies (corpses or unconscious foes) to avoid alerting guards and other traffic (and inspired the body-disposal game mechanic of ''No One Lives Forever'', above). With rare exceptions, such as haunts and fire elementals, all kills in ''Thief'' leave a corpse and a liability.
* Oddly, this happened more often as the ''Franchise/TombRaider'' series went on, despite the technical progress: in ''[[VideoGame/TombRaiderI I]]'' and ''[[VideoGame/TombRaiderII II]]'', enemies pretty much never disappear; ''[[VideoGame/TombRaiderIII III]]'' had them disappear after you had turned away for a little while; in ''[[VideoGame/TombRaiderTheLastRevelation The Last Revelation]]'' and every subsequent game corpses always disappear right in front of your eyes after a few seconds. However, ''[[VideoGame/TombRaiderUnderworld Underworld]]'' has been confirmed to be averting this.
** In ''VideoGame/RiseOfTheTombRaider'' when the Deathless Ones are defeated their bodies vanish in a cloud of dust.
* In ''VideoGame/TotalAnnihilation'', destroyed units leave behind beaten shape of themselves, blocking way for other units and fire. Fortunately, they are easy to destroy. Or they can be recycled for resources, but this takes a lot more time.
* In ''VideoGame/{{Undertale}}'', monsters disintegrate into dust when they die. Sometimes, dust can be found on items, suggesting that if it didn't belong to a monster that had died, it belonged to someone who killed a monster. In a No Mercy-run, [[CloudCuckooLander Papyrus]] will comment on your dusty state.
-->'''Papyrus:''' THE WAY YOU SHAMBLE ABOUT FROM PLACE TO PLACE... THE WAY YOUR HANDS ARE ALWAYS COVERED IN DUSTY POWDER...
* Both averted and played straight in the ''VideoGame/{{Unreal}}'' series, which is [[BloodierAndGorier normally]] powered by the sheer momentum of its LudicrousGibs, but has "gore settings" that can be adjusted all the way down to "bodies are indestructible and [[{{Pixellation}} digitally disintegrate]] when killed."
* Subverted in ''VideoGame/VagrantStory''. On the island of Lea Monde, where the main game takes place, everything ''does'' fade as part of the black magic infiltrating every part of the ruins. In the prologue to the game, which does not take place on Lea Monde, the bodies of enemies do ''not'' disappear.
* In ''VideoGame/TheWorldEndsWithYou'', whenever somebody in the Underground is Erased, they dissolve as a cloud of visible static. Accordingly, the fact that you ''do'' [[NeverFoundTheBody find the body]] of [[spoiler:Sho Minamimoto]] has caused a whole forest of EpilepticTrees on whether that character actually died or not.
* The Outsider aliens from ''VideoGame/XCOMEnemyUnknown'' are a JustifiedTrope (being made of HardLight) as well as a PlayedForDrama example: no body, no AlienAutopsy.

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