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** ''VideoGame/SuperMarioBrosWonder'': Secret levels are accessed by finding alternate exits in certain levels. Since all standard {{Level Goal}}s in levels are reached by touching the flagpole to earn a Wonder Flower, and each standard level also has a Wonder Seed gathered by clearing a Wonder Effect event or challenge, you can tell when a level has a secret exit (and thus grants access to a secret level) because it has ''three'' Wonder Seeds instead of just two.
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* The Windows versions of ''VideoGame/ChoRenSha68k'' have a hidden "Show Time!!" stage that can be only accessed by entering the secret options menu and changing the stage flag to a specific value. It's a BossOnlyLevel with [[BossBonanza three bosses back-to-back]] that [[EndlessGame repeat endlessly]], [[BrutalBonusLevel all of which are extremely hard]]; the first one is a [[KingMook large mook turned boss]] with unique, ultra-hard patterns, the second one is a similarly-overtuned verseion of the Stage 5 boss, and the last one is a unique SpiderTank boss not found in the main game.

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* The Windows versions of ''VideoGame/ChoRenSha68k'' ''VideoGame/ChoRenSha68K'' have a hidden "Show Time!!" stage that can be only accessed by entering the secret options menu and changing the stage flag to a specific value. It's a BossOnlyLevel with [[BossBonanza three bosses back-to-back]] that [[EndlessGame repeat endlessly]], [[BrutalBonusLevel all of which are extremely hard]]; the first one is a [[KingMook large mook turned boss]] with unique, ultra-hard patterns, the second one is a similarly-overtuned verseion of the Stage 5 boss, and the last one is a unique SpiderTank boss not found in the main game.
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* The Windows versions of ''VideoGame/ChoRenSha68k'' have a hidden "Show Time!!" stage that can be only accessed by entering the secret options menu and changing the stage flag to a specific value. It's a BossOnlyLevel with [[BossGame three bosses back-to-back that repeat endlessly]], [[BrutalBonusLevel all of which are extremely hard]]; the first one is a [[KingMook large mook turned boss]] with unique, ultra-hard patterns, the second one is a similarly-overtuned verseion of the Stage 5 boss, and the last one is a unique SpiderTank boss not found in the main game.

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* The Windows versions of ''VideoGame/ChoRenSha68k'' have a hidden "Show Time!!" stage that can be only accessed by entering the secret options menu and changing the stage flag to a specific value. It's a BossOnlyLevel with [[BossGame [[BossBonanza three bosses back-to-back back-to-back]] that [[EndlessGame repeat endlessly]], [[BrutalBonusLevel all of which are extremely hard]]; the first one is a [[KingMook large mook turned boss]] with unique, ultra-hard patterns, the second one is a similarly-overtuned verseion of the Stage 5 boss, and the last one is a unique SpiderTank boss not found in the main game.
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* The Windows versions of ''VideoGame/ChoRenSha68k'' have a hidden "Show Time!!" stage that can be only accessed by entering the secret options menu and changing the stage flag to a specific value. It's a BossOnlyLevel with [[BossGame three bosses back-to-back that repeat endlessly]], [[BrutalBonusLevel all of which are extremely hard]]; the first one is a [[KingMook large mook turned boss]] with unique, ultra-hard patterns, the second one is a similarly-overtuned verseion of the Stage 5 boss, and the last one is a unique SpiderTank boss not found in the main game.
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* ''VideoGame/FZero99'' has a secret track simply labeled as "???". It can only be accessed in F-Zero 99 mode and the only way to play it is to select the mode when icon for that mode starts to glitch out. The hidden track itself is a mash up of Death Wind I and White Land I and II where the track is oval shaped like Death Wind I, has the wind pushing gimmick, has the patches of dirt, jump plates, and down pull magnets from White Land I, and the hairpin turn and jumping over a gap gimmick from White Land II.
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*''VideoGame/{{Dusk}}'', in the vein of ''VideoGame/{{Doom}} and, more closely, ''VideoGame/{{Quake}}'' has one secret level per episode that can be reached through alternative exits of base levels:
**''Episode 1: The Foothills'' has the Dim Slough, set in a swamp base of cultists.
**''Episode 2: The Facilities'' has the Foundry, an underground foundry powered by lava and connected to a mine system.
**''Episode 3: The Nameless City'' has the Ratacombs. Unlike previous two levels, which had a lot of water and lava traversal respectively, this level is a DayInTheLimelight for the Giant Rat enemy, being the only enemy type present. It even features a unique boss, One As Many, a giant tougher version of this enemy.
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** ''VideoGame/TheLegendOfZeldaLinksAwakening'': While not present in the original UsefulNotes/GameBoy version, the Color Dungeon was added to the game's subsequent versions (DX and Switch) and requires solving a puzzle involving certain tombstones in the graveyard (a book in the library of Koholint Island provides a hint to solve it). The dungeon takes full advantage of the later versions' color displays, and many puzzles are accordingly based on them. Same with its boss, whose defeat also grants Link the ability to choose between honing his defense or his attack power.

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** ''VideoGame/TheLegendOfZeldaLinksAwakening'': While not present in the original UsefulNotes/GameBoy Platform/GameBoy version, the Color Dungeon was added to the game's subsequent versions (DX and Switch) and requires solving a puzzle involving certain tombstones in the graveyard (a book in the library of Koholint Island provides a hint to solve it). The dungeon takes full advantage of the later versions' color displays, and many puzzles are accordingly based on them. Same with its boss, whose defeat also grants Link the ability to choose between honing his defense or his attack power.



** ''VideoGame/SuperMario64'' has various secret levels hidden in the hub area, and one more within one of the regular worlds (namely the one in Hazy Maze Cave, where you find the switch that enables the use of the Metal Cap). The UsefulNotes/NintendoDS remake adds even more.

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** ''VideoGame/SuperMario64'' has various secret levels hidden in the hub area, and one more within one of the regular worlds (namely the one in Hazy Maze Cave, where you find the switch that enables the use of the Metal Cap). The UsefulNotes/NintendoDS Platform/NintendoDS remake adds even more.



* ''VideoGame/ChipsChallenge'': The game traditionally ends after completion of level 144 (''Fireflies''). However, by entering a password that is sneakily shown in the 34th level, it's possible to access level 146 (''Cake Walk'') and keep playing until completing level 149 (''Special'') which is the true last level.[[note]]Level 145's password isn't hinted or shown anywhere in the game, as in the UsefulNotes/AtariLynx version it only shows a Mandelbrot fractal application, while in the PC version it's a playable credits scene.[[/note]] All the {{Fan Sequel}}s (the ''Chip's Challenge Level Packs'') also have each levels 145 to 149 as secret, but the official sequel ''Chip's Challenge 2'' doesn't due to it eschewing the password system (it has 200 levels but none of them are secret).

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* ''VideoGame/ChipsChallenge'': The game traditionally ends after completion of level 144 (''Fireflies''). However, by entering a password that is sneakily shown in the 34th level, it's possible to access level 146 (''Cake Walk'') and keep playing until completing level 149 (''Special'') which is the true last level.[[note]]Level 145's password isn't hinted or shown anywhere in the game, as in the UsefulNotes/AtariLynx Platform/AtariLynx version it only shows a Mandelbrot fractal application, while in the PC version it's a playable credits scene.[[/note]] All the {{Fan Sequel}}s (the ''Chip's Challenge Level Packs'') also have each levels 145 to 149 as secret, but the official sequel ''Chip's Challenge 2'' doesn't due to it eschewing the password system (it has 200 levels but none of them are secret).



* The UsefulNotes/SharpX68000 port of ''VideoGame/FantasyZone'' has a secret eighth stage, "Dragon Land," based on ''VideoGame/SpaceHarrier''.

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* The UsefulNotes/SharpX68000 Platform/SharpX68000 port of ''VideoGame/FantasyZone'' has a secret eighth stage, "Dragon Land," based on ''VideoGame/SpaceHarrier''.
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Per TRS, Just For Pun was renamed to Punny Trope Names due to misuse.


** Episode 4 has one where you [[JustForPun collect 12 Inch Worms to make a giant foot]] which then launches you to a secret temple, the Pyramid of the Forbidden. It's a BrutalBonusLevel that features difficult-to-evade traps and hazards, as well as a high concentration of enemies.

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** Episode 4 has one where you [[JustForPun [[{{Pun}} collect 12 Inch Worms to make a giant foot]] which then launches you to a secret temple, the Pyramid of the Forbidden. It's a BrutalBonusLevel that features difficult-to-evade traps and hazards, as well as a high concentration of enemies.
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* ''VideoGame/HotlineMiami2WrongNumber'': To unlock ''The Abyss'', you first need to beat Jake’s final level, ''Withdrawal'', without [[FissionMailed dying on the last floor]], and before [[spoiler: [[HeKnowsTooMuch the 50 Blessings manager shoots him]], right click when he’s going to grab his pistol to take a floppy disc]]. When Evan’s rooting through Jake’s belongings, you can now pocket this new item, leading to the level, [[spoiler: taking place in the now-abandoned 50 Blessings HQ]]. [[spoiler: Initially, [[NothingIsScarier there’s no enemies as Evan makes his way back]], where he encounters men wearing the animal masks from ''VideoGame/HotlineMiami'' who shout at Evan that he’s not supposed to be there and threaten to kill him, with Evan [[ScrewThisImOuttaHere wisely deciding to bail]].]] What follows is a fairly open and dimly lit level with tons of gun-wielding enemies, compounded by the fact Evan [[TechnicalPacifist refuses to use guns]] unless [[RageBreakingPoint forced]].
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I'm surprised I didn't add this example before. This game was one of the earliest with this trope I ever played! XD

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* ''VideoGame/ChipsChallenge'': The game traditionally ends after completion of level 144 (''Fireflies''). However, by entering a password that is sneakily shown in the 34th level, it's possible to access level 146 (''Cake Walk'') and keep playing until completing level 149 (''Special'') which is the true last level.[[note]]Level 145's password isn't hinted or shown anywhere in the game, as in the UsefulNotes/AtariLynx version it only shows a Mandelbrot fractal application, while in the PC version it's a playable credits scene.[[/note]] All the {{Fan Sequel}}s (the ''Chip's Challenge Level Packs'') also have each levels 145 to 149 as secret, but the official sequel ''Chip's Challenge 2'' doesn't due to it eschewing the password system (it has 200 levels but none of them are secret).
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* ''VideoGame/TheMummy'', the [=PlayStation=] tie-in to the movie, have a secret Cairo level achievable by completing the game and collecting all available bonuses (or simply inserting a cheat code). It doesn't have any boss battles and can be completed in around twelve minutes.
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** Each episode in ''Ultimate Doom'' has a secret map that is accessible via a secret exit in one of the Episode's maps:

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** Each episode in ''Ultimate Doom'' ''[[VideoGame/{{Doom}} Ultimate Doom]]'' has a secret map that is accessible via a secret exit in one of the Episode's maps:



*** In the Ultimate Doom portion of these ports, there's a new secret map called '''The Marshes''', which is accessible via a secret exit in '''Twlight Descends''', which itself is a new map exclusive to these ports. This map is a large arena resembling, as the name implies, a marsh-like area, containing a Cyberdemon and a handful of other mooks.
*** In the Doom 2 portion of these ports, the two secret Wolfenstein maps were replaced by two new secret maps:

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*** In the Ultimate Doom ''Ultimate Doom'' portion of these ports, there's a new secret map called '''The Marshes''', which is accessible via a secret exit in '''Twlight Descends''', which itself is a new map exclusive to these ports. This map is a large arena resembling, as the name implies, a marsh-like area, containing a Cyberdemon and a handful of other mooks.
*** In the Doom 2 ''Doom II'' portion of these ports, the two secret Wolfenstein maps were replaced by two new secret maps:



** Episode 5 has a secret level accessible by clearing the penultimate mandatory level via an alternate route you can enter through a well-hidden entrance near the regular exit. It stands out for having an unusually tall design, to the póint of invoking IFellForHours when Billy falls all the way to the bottom; it's also unique for having two ways to be completed (with one of them providing a mild change in the game's ending).

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** Episode 5 has a secret level accessible by clearing the penultimate mandatory level via an alternate route you can enter through a well-hidden entrance near the regular exit. It stands out for having an unusually tall design, to the póint point of invoking IFellForHours when Billy falls all the way to the bottom; it's also unique for having two ways to be completed (with one of them providing a mild change in the game's ending).

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Elaborated on the Keen secret levels. Also added a new example


* ''VideoGame/TheLegendOfZeldaSpiritTracks'': Some of the playable locations can only be unlocked by restoring rails with Force Gems that are rewarded by completing very obscure and/or difficult sidequests. Examples include the Snowdrift and Slippery Stations in the Snow Realm, and the Lost at Sea Station in the Ocean Realm.

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* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaLinksAwakening'': While not present in the original UsefulNotes/GameBoy version, the Color Dungeon was added to the game's subsequent versions (DX and Switch) and requires solving a puzzle involving certain tombstones in the graveyard (a book in the library of Koholint Island provides a hint to solve it). The dungeon takes full advantage of the later versions' color displays, and many puzzles are accordingly based on them. Same with its boss, whose defeat also grants Link the ability to choose between honing his defense or his attack power.
**
''VideoGame/TheLegendOfZeldaSpiritTracks'': Some of the playable locations can only be unlocked by restoring rails with Force Gems that are rewarded by completing very obscure and/or difficult sidequests. Examples include the Snowdrift and Slippery Stations in the Snow Realm, and the Lost at Sea Station in the Ocean Realm.



* ''VideoGame/CommanderKeen'':
** Episode I has a secret level which can only be accessed by going down a tricky side passage in another level.
** Episode IV has one where you [[JustForPun collect 12 Inch Worms to make a giant foot]] which then launches you to a secret temple.
** Episode V has a secret level accessible by clearing the penultimate mandatory level via an alternate route you can enter through a well-hidden entrance near the regular exit.
** Episodes III and VI have each one secret level accessed from the overworld map. You have to catch a friendly monster (in the former) or a hovering vehicle (in the latter) so Billy is taken slowly to a distant section of the map that is impossible to see from anywhere else.

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* ''VideoGame/CommanderKeen'':
''VideoGame/CommanderKeen'': All episodes except the second and the GaidenGame have one each, and unlocking them requires exposing cleverly-disguised secrets in certain standard levels (or even the overworld maps):
** Episode I 1 has a secret level which can only be accessed by going down a tricky side passage in another level.
level. It functions as a BonusStage thanks to the copious amount of collectibles, thus being a good place to farm extra lives.
** Episode IV 4 has one where you [[JustForPun collect 12 Inch Worms to make a giant foot]] which then launches you to a secret temple.
temple, the Pyramid of the Forbidden. It's a BrutalBonusLevel that features difficult-to-evade traps and hazards, as well as a high concentration of enemies.
** Episode V 5 has a secret level accessible by clearing the penultimate mandatory level via an alternate route you can enter through a well-hidden entrance near the regular exit.
exit. It stands out for having an unusually tall design, to the póint of invoking IFellForHours when Billy falls all the way to the bottom; it's also unique for having two ways to be completed (with one of them providing a mild change in the game's ending).
** Episodes III 3 and VI 6 have each one secret level accessed from the overworld map. You have to catch a friendly monster (in the former) or a hovering vehicle (in the latter) so Billy is taken slowly to a distant section of the map that is impossible to see from anywhere else. Their designs have a more traditional flavor when compared to the other secret levels and aren't too difficult, but they do feature blackboards that translate the Standard Galactic Alphabet into the Latin one, thus allowing the player to decipher all the words and messages that are written in most levels in all episodes.
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** ''Defender of the Future'' has Passage from Genesis and Pathways from Nowhere, bonus sidescrolling areas in Up and Down that harken back to the Genesis games.

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** ''Defender of the Future'' has Passage from Genesis and Pathways from Nowhere, bonus sidescrolling areas in Up and Down that harken hearken back to the Genesis games.
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* ''VideoGame/EccoTheDolphin'':
** ''Tides of Time'' has a quartet of secret levels titled Inter, Innuendo, Inside, and Trans, which have Ecco transformed into a Vortex Drone and needing to escape to get back to whatever he was doing. Notably, Inside occurs if he's eaten by the Vortex Queen.
** ''Defender of the Future'' has Passage from Genesis and Pathways from Nowhere, bonus sidescrolling areas in Up and Down that harken back to the Genesis games.
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** Each Episode in ''Ultimate Doom'' has a secret map that are accessible via a secret exit in one of the Episode's maps:

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** Each Episode episode in ''Ultimate Doom'' has a secret map that are is accessible via a secret exit in one of the Episode's maps:



*** Episode 2 has '''Fortess of Mystery''', which is accessible via a secret exit in '''Command Center''', though its accessibility varies in early console ports; in the Super Nintendo port the secret exit to it was moved to '''Refinery''', in the Playstation and Saturn ports the secret exit to it was moved to '''Spawning Vats''', and it wasn't a secret map in the Jaguar, 32X, and GBA ports, instead being the final map of those ports. As for the map itself, it's notorious for its overt simplicity, consisting of just two plain rooms, one with four Barons, and the other with ten Cacodemons, with its purpose being to show off [[SetAMookToKillAMook monster infighting]].
*** Episode 3 has '''Warrens''', which is accessible via a secret exit in '''Mount Erebus''', though the map was removed in the Jaguar, 32X, GBA, Playstation, and Saturn ports (but interestingly it was retained in the SNES port). This map has the gimmick that it initially appears the player was sent back to the Episode's first map, '''Hell Keep''', being exactly the same as that map up until the secret near the end, which no longer has a Rocket Launcher, the first signal that something isn't right. Then when the player steps onto the "exit" teleporter, [[VictoryFakeout the walls come down to reveal a large arena with a Cyberdemon]], and then the player must backtrack through the map, with more rooms opened up containing more dangerous enemy encounters than the original map had.
*** Episode 4 has '''Fear''', which is accessible via a secret exit in '''Perfect Hatred''', though the map was removed in the Playstation and Saturn ports, and of course doesn't exist in the other console ports that don't have Episode 4 (the SNES, 32X, Jaguar, and GBA ports). It's a banal conventional map that is noticeably much easier than the two Episode 4 maps precededing it, with its only noteworthy feature being its symmetrical design.

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*** Episode 2 has '''Fortess of Mystery''', which is accessible via a secret exit in '''Command Center''', though its accessibility varies in early console ports; in the Super Nintendo port the secret exit to it was moved to '''Refinery''', in the Playstation and Saturn ports the secret exit to it was moved to '''Spawning Vats''', and it wasn't a secret map in the Jaguar, 32X, and GBA ports, instead being repurposed as the final map of those ports. As for the map itself, it's notorious for its overt simplicity, consisting of just two plain rooms, one with four Barons, and the other with ten Cacodemons, with its purpose being to show off [[SetAMookToKillAMook monster infighting]].
*** Episode 3 has '''Warrens''', which is accessible via a secret exit in '''Mount Erebus''', though the map was removed in the Jaguar, 32X, GBA, Playstation, and Saturn ports (but interestingly it was retained in the SNES port). This map has the gimmick that it initially appears the player was sent back to the Episode's first map, '''Hell Keep''', being exactly the same as that map up until the secret near the end, which no longer has a Rocket Launcher, the first signal that something isn't right. Then when the player steps onto the "exit" teleporter, [[VictoryFakeout the walls come down to reveal a large arena with a Cyberdemon]], and then the player must backtrack through the map, with more rooms opened up containing more dangerous enemy encounters than the original map had.
had, ending with the player trying to re-enter the first room and being teleported into an entirely new area with several more enemies.
*** Episode 4 has '''Fear''', which is accessible via a secret exit in '''Perfect Hatred''', though the map was removed in the Playstation and Saturn ports, and of course doesn't exist in the other console ports that don't have Episode 4 (the SNES, 32X, Jaguar, and GBA ports). It's a banal conventional map that is noticeably much easier than the two Episode 4 maps precededing preceding it, with its only noteworthy feature being its symmetrical design.



** ''VideoGame/DoomII'' has two secret levels set in levels taken from ''VideoGame/Wolfenstein3D'', with one accessed from a secret exit found in the other. The second one requires you to kill four clones [[spoiler:of VideoGame/CommanderKeen hanging from a noose]] to access the exit.

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** ''VideoGame/DoomII'' has two secret levels set in levels taken from ''VideoGame/Wolfenstein3D'', respectively its [=E1M1=] and [=E1M9=], with one the latter accessed from a the secret exit found in the other.former. The second one requires you to kill four clones [[spoiler:of VideoGame/CommanderKeen hanging from a noose]] to access the exit.



* The secret levels in ''VideoGame/PerfectDark'' are retreads of previous levels from a different point of view, which reveal different parts of the story. The first one shows how an alien {{Mook}} [[spoiler:kidnapped the CEO of dataDyne (she was later killed aboard the ship) and imploded the building, effectively destroying the company]]. The other two missions let you play as the [[TheGreys grey]] aliens, one where Elvis alerts the Institute of being captured by Area51 and you play through the entire level with diminished health, and the other has you play as a soldier among a platoon who landed on the planet after Joanna dropped the shields. Both missions are ''[[BrutalBonusLevel insanely]]'' difficult.

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* The secret levels in ''VideoGame/PerfectDark'' are retreads of previous levels from a different point of view, which reveal different parts of the story. The first one shows how [[spoiler:the CEO of dataDyne ended up in a Skedar prison cell with Joanna late in the story: an alien {{Mook}} [[spoiler:kidnapped went in, kidnapped her, and set a bomb to implode the CEO of dataDyne (she was later killed aboard the ship) and imploded the building, effectively destroying the company]]. The other two missions let you play as the [[TheGreys grey]] aliens, one where aliens: the first involves Elvis alerts alerting the Institute of being captured by Area51 at Area51, and you play through the entire level with diminished health, and the health. The other has you play as a nameless soldier among a platoon who landed on the Skedar planet after Joanna dropped the shields. Both missions are ''[[BrutalBonusLevel insanely]]'' difficult.



* ''VideoGame/Wolfenstein3D'' has one secret level in each episode (two in ''Spear of Destiny''). Of note is the one from Episode 3: It's a gigantic maze where you collect bonus orbs for high score where you're beset upon by four ghosts. Four giant colourful ghosts. With googly eyes. Yes. It's a level of ''VideoGame/PacMan''.

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* ''VideoGame/Wolfenstein3D'' has one secret level in each episode (two in ''Spear of Destiny''). Of note is the one from Episode 3: It's a gigantic maze where you collect bonus orbs for high score where you're beset upon by four ghosts. Four giant colourful ghosts. With googly eyes. Yes. It's Yes, it's a level of ''VideoGame/PacMan''.
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* ''VideoGame/DonkeyKongCountry2DiddysKongQuest'' and ''[[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble DKC3]]'' have a "secret" world that allows access to a better ending, and certain items you collect are focused around gaining access to these levels.

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* ''VideoGame/DonkeyKongCountry2DiddysKongQuest'' and ''[[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble DKC3]]'' have a "secret" world that allows access to a better ending, and certain items you collect are focused around gaining access to these levels. In ''VideoGame/DonkeyKongCountryReturns'' and ''[[VideoGame/DonkeyKongCountryTropicalFreeze Tropical Freeze]]'', each world features a Temple level which is unlocked by collecting all the KONG letters in that world.
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* ''VideoGame/WaltDisneyWorldQuestMagicalRacingTour'' has the Splash Mountain track, unlocked by coming in first twice on the other nine tracks. The game does a good job of hiding it...but not only does the manual tell you how to unlock it, the list of tracks in the back includes Splash Mountain with the notation "Secret Bonus Track". Nobody told the manual writer what "secret" meant, apparently.

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* ''VideoGame/WaltDisneyWorldQuestMagicalRacingTour'' has the Splash Mountain Ride/SplashMountain track, unlocked by coming in first twice on the other nine tracks. The game does a good job of hiding it...but not only does the manual tell you how to unlock it, the list of tracks in the back includes Splash Mountain with the notation "Secret Bonus Track". Nobody told the manual writer what "secret" meant, apparently.
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* In ''LightNovel/SwordArtOnline'', there is a dungeon below the first floor of Aincrad that houses incredibly powerful monsters that don't typically appear until the 90th floor. The leader of the Aincrad Liberation Front, Thinker, gets trapped in this dungeon because of a power-play by Kibaou, who used the dungeon to grind levels in secret.

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* In ''LightNovel/SwordArtOnline'', ''Literature/SwordArtOnline'', there is a dungeon below the first floor of Aincrad that houses incredibly powerful monsters that don't typically appear until the 90th floor. The leader of the Aincrad Liberation Front, Thinker, gets trapped in this dungeon because of a power-play by Kibaou, who used the dungeon to grind levels in secret.

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* ''VideoGame/TheLegendOfZeldaSpiritTracks'': Some of the playable locations can only be unlocked by restoring rails with Force Gems that are rewarded by completing very obscure and/or difficult sidequests. Examples include the Snowdrift and Slippery Stations in the Snow Realm, and the Lost at Sea Station in the Ocean Realm.



** The three standard secret levels in the main campaign provide tangible rewards found nowhere else. Each gives one of three Demon Keys to power up your Unmaker weapon, provided you solve a puzzle in each level. You can also find significant perks, such as an Unmaker as early as the first act of the game. [[spoiler:Each Demon Key also reduces the difficulty of the final level ''significantly'' by allowing you to close one demon portal per key.]]
** A super secret level called Hectic, accessible by reaching the secret exit of the first normal level, doubles as a BrutalBonusLevel for featuring traps that are extremely difficult to overcome. But if the player prevails, they will unlock a set of features like accessing hidden levels that are unavailable otherwise.

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** *** The three standard secret levels in the main campaign provide tangible rewards found nowhere else. Each gives one of three Demon Keys to power up your Unmaker weapon, provided you solve a puzzle in each level. You can also find significant perks, such as an Unmaker as early as the first act of the game. [[spoiler:Each Demon Key also reduces the difficulty of the final level ''significantly'' by allowing you to close one demon portal per key.]]
** *** A super secret level called Hectic, accessible by reaching the secret exit of the first normal level, doubles as a BrutalBonusLevel for featuring traps that are extremely difficult to overcome. But if the player prevails, they will unlock a set of features like accessing hidden levels that are unavailable otherwise.

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* ''VideoGame/{{Doom}}'':

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* ''VideoGame/{{Doom}}'':''Franchise/{{Doom}}'':
** Each Episode in ''Ultimate Doom'' has a secret map that are accessible via a secret exit in one of the Episode's maps:
*** Episode 1 has '''Military Base''', which is accessible via a secret exit in '''Toxin Refinery'''. It is a conventional map, just being a bit more difficult than other Episode 1 maps, but it does notably contain the first [[TeleportingKeycardSquad teleporting monster ambush]] in the game, though this trap was replaced with a normal MonsterCloset ambush in all of the '90s console ports.
*** Episode 2 has '''Fortess of Mystery''', which is accessible via a secret exit in '''Command Center''', though its accessibility varies in early console ports; in the Super Nintendo port the secret exit to it was moved to '''Refinery''', in the Playstation and Saturn ports the secret exit to it was moved to '''Spawning Vats''', and it wasn't a secret map in the Jaguar, 32X, and GBA ports, instead being the final map of those ports. As for the map itself, it's notorious for its overt simplicity, consisting of just two plain rooms, one with four Barons, and the other with ten Cacodemons, with its purpose being to show off [[SetAMookToKillAMook monster infighting]].
*** Episode 3 has '''Warrens''', which is accessible via a secret exit in '''Mount Erebus''', though the map was removed in the Jaguar, 32X, GBA, Playstation, and Saturn ports (but interestingly it was retained in the SNES port). This map has the gimmick that it initially appears the player was sent back to the Episode's first map, '''Hell Keep''', being exactly the same as that map up until the secret near the end, which no longer has a Rocket Launcher, the first signal that something isn't right. Then when the player steps onto the "exit" teleporter, [[VictoryFakeout the walls come down to reveal a large arena with a Cyberdemon]], and then the player must backtrack through the map, with more rooms opened up containing more dangerous enemy encounters than the original map had.
*** Episode 4 has '''Fear''', which is accessible via a secret exit in '''Perfect Hatred''', though the map was removed in the Playstation and Saturn ports, and of course doesn't exist in the other console ports that don't have Episode 4 (the SNES, 32X, Jaguar, and GBA ports). It's a banal conventional map that is noticeably much easier than the two Episode 4 maps precededing it, with its only noteworthy feature being its symmetrical design.
** The Playstation and Saturn ports had a few of their own exclusive secret maps that were never seen in the PC version nor any of the other ports:
*** In the Ultimate Doom portion of these ports, there's a new secret map called '''The Marshes''', which is accessible via a secret exit in '''Twlight Descends''', which itself is a new map exclusive to these ports. This map is a large arena resembling, as the name implies, a marsh-like area, containing a Cyberdemon and a handful of other mooks.
*** In the Doom 2 portion of these ports, the two secret Wolfenstein maps were replaced by two new secret maps:
*** The first such secret map is '''The Mansion''', accessible via a secret exit in '''Suburbs'''. It is mostly a conventional map with nothing out-of-the-ordinary gameplay-wise other than a tricky teleporter maze puzzle, but the map does visually standout for its depiction of a ''Resident Evil''-like mansion, taking strong advantage of the ports' colored lighting to create an unsettling atmosphere, with it especially standing out compared to the drab Doom 2 maps.
*** The second such secret map is '''Club Doom''', accessible via a secret exit in '''The Mansion'''. The map starts out looking unsettling, being a pitch-black area only lit by a row of candles going into an ominous looking building. But upon entering the building and turning the corner, [[spoiler:loud rave music starts playing as the player enters a strobelit nightclub area full of Revenants on a dance floor and in go-go cages]].
** The original Xbox port, while otherwise mostly a 1:1 port of the PC original, has its own unique secret map in Episode 1: '''Sewers''', accessible via a secret exit in '''Hangar'''. This map was one created by one of the ports' developers, David Calvin, back in 1994, otherwise there's nothing noteworthy about it other than being a banal 1994 WAD that ''really'' shows it age. This map was not included in any other port, but is available as a standalone WAD online if one wishes to play it. Interestingly it was also available several years earlier in ''Maximum Doom'', an official WAD compilation from 1995 that contained nearly 2000 [=WADs=] downloaded from the internet, as well as being included in the many other unofficial shovelware WAD compilations of the '90s.



** The Playstation 1 version of the original game has two secret levels (one being the iconic "Club Doom") that remain exclusive to this version of the game. One is only accessible from within another secret level.

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** ''VideoGame/Doom64'':
** The Playstation 1 version of the original game has two three standard secret levels (one being in the iconic "Club Doom") that remain exclusive main campaign provide tangible rewards found nowhere else. Each gives one of three Demon Keys to this version power up your Unmaker weapon, provided you solve a puzzle in each level. You can also find significant perks, such as an Unmaker as early as the first act of the game. One is only [[spoiler:Each Demon Key also reduces the difficulty of the final level ''significantly'' by allowing you to close one demon portal per key.]]
** A super secret level called Hectic,
accessible from within another by reaching the secret level.exit of the first normal level, doubles as a BrutalBonusLevel for featuring traps that are extremely difficult to overcome. But if the player prevails, they will unlock a set of features like accessing hidden levels that are unavailable otherwise.



* ''VideoGame/SeriousSamTheFirstEncounter'' has two secret levels: "Moon Mountains" and "Sacred Yards", reached by finding alternate exits in "Valley of the Kings" and "Luxor" respectively. The former is a detour through the source of the Nile and a break from the sandy deserts and canyons of Egypt. The latter is a GimmickLevel where enemies are hidden in every single destructible object, placed right before the final level of the game.

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* ''VideoGame/SeriousSamTheFirstEncounter'' ''VideoGame/SeriousSamTheFirstEncounter'':
** The game
has two secret levels: "Moon Mountains" and "Sacred Yards", reached by finding alternate exits in "Valley of the Kings" and "Luxor" respectively. The former is a detour through the source of the Nile and a break from the sandy deserts and canyons of Egypt. The latter is a GimmickLevel where enemies are hidden in every single destructible object, placed right before the final level of the game.
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* ''VideoGame/SeriousSamTheFirstEncounter'' has two secret levels: "Moon Mountains" and "Sacred Yards", reached by finding alternate exits in "Valley of the Kings" and "Luxor" respectively. The former is a detour through the source of the Nile and a break from the sandy deserts and canyons of Egypt. The latter is a GimmickLevel where enemies are hidden in every single destructible object, placed right before the final level of the game.
** The ''Serious Sam Classics: Revolution'' release added an exclusive campaign called ''Bright Island'', which has two secret levels of its own: "Valley of Wheat" and "Tropical Bluffs". The former explores the place where the former [[AncientAstronauts Sirian]] inhabitants of the island grew their food, while the latter is yet another Gimmick Level where all of the enemies have additional status effects.
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* ''VideoGame/Wizardry'' has these in Wizardry 8's three hidden "Retro Dungeons", which take the form of old, grid-based dungeons made as they were in the 1980s using early 2000s graphics. None of them have anything to do with the main plot and some contain monsters not found in the "real" game outside of them, such as golems made from coal, or box-like "kube" monsters which appear to have been made using geography assets from the game's construction kit.

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* ''VideoGame/Wizardry'' ''VideoGame/{{Wizardry}}'' has these in Wizardry 8's three hidden "Retro Dungeons", which take the form of old, grid-based dungeons made as they were in the 1980s using early 2000s graphics. None of them have anything to do with the main plot and some contain monsters not found in the "real" game outside of them, such as golems made from coal, or box-like "kube" monsters which appear to have been made using geography assets from the game's construction kit.
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* ''VideoGame/Wizardry'' has these in Wizardry 8's three hidden "Retro Dungeons", which take the form of old, grid-based dungeons made as they were in the 1980s using early 2000s graphics. None of them have anything to do with the main plot and some contain monsters not found in the "real" game outside of them, such as golems made from coal, or box-like "kube" monsters which appear to have been made using geography assets from the game's construction kit.

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** ''VideoGame/WarioLandSuperMarioLand3'': Starting from this game, almost every game in the ''VideoGame/WarioLand'' series has many secret levels, including whole secret worlds.

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** ''VideoGame/WarioLandSuperMarioLand3'': Starting from this game, almost every game in the ''VideoGame/WarioLand'' series has many secret levels, including whole secret worlds.worlds (in fact, ''Mario Land 3'' itself has the world Sherbet Land, which is accessed by completing a level from Mt. Teapot via a secret exit).



** ''VideoGame/SuperMarioSunshine'' has special obstacle courses within Delfino Plaza that are either hidden in plain sight or require a significant amount of effort to be entered. And save for the sliding course located close to Gelato Beach (which is more of a warm-up level that can also be accessed shortly after the game's prologue ends), these courses are also pretty difficult.



** In both ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2'', Hungry Lumas take Mario and Luigi to secret galaxies after they're fed with enough Star Bits.



** In both ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2'', Hungry Lumas take Mario and Luigi to secret galaxies after they're fed with enough Star Bits.
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* ''VideoGame/{{Terraria}}'' has secret world seeds that can be entered on world creation to generate a world with unique properties. These can range from silly cosmetic changes to including entire new mechanics that drastically change how the game is played.

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