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[[quoteright:350:[[VideoGame/SuperMarioBros1 https://static.tvtropes.org/pmwiki/pub/images/super-mario-bros_2789.png]]]]
[[caption-width-right:350: Just a little further, that's it!]]

->''FLAG IS WIN''
-->-- ''VideoGame/BabaIsYou''

The way to mark a definitive end to a video game level without a BossBattle. Are often locked at first, or simply inactive until you do something. They can assume the form of doorways, portals, switches, or just unrelated items floating in mid-air as markers.

Usually ([[KaizoTrap but not always]]) an InstantWinCondition.

Compare EveryEpisodeEnding.
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!!Examples:
[[foldercontrol]]

[[folder:ActionAdventure]]
* ''VideoGame/ANNOMutationem'': In the Mysterious Console [[DownloadableContent DLC]], each stage in the dungeon ends with a doorway leading to the next area after all enemies have been beaten.
* ''VideoGame/HarryPotter'':
** In ''VideoGame/HarryPotterAndTheChamberOfSecrets'', each of the class test areas has a big gold star that you had to reach at the end of the test.
** ''[[VideoGame/HarryPotterAndThePrisonerOfAzkaban Prisoner of Azkaban]]'' has those shields at the end of class challenges. ''[[VideoGame/HarryPotterAndTheGobletOfFire Goblet of Fire]]'' made use of that, too.
* ''VideoGame/{{Iji}}'' has flashing exit signs indicating the exits of the game's levels.
[[/folder]]

[[folder:ActionGame]]
* ''VideoGame/FoodFight'': The goal of each level is to reach the ice-cream cone [[TimedMission on time before it melts]].
* Non-boss levels in ''VideoGame/GainGround'' have a big exit space. To clear stages, either move all of your characters to the exit or kill all enemies. The latter is preferable, but sometimes isn't possible if you don't have any characters alive that can reach enemies on high ground. Additionally, the only way to collect new characters is to collect them on the field and [[EscortMission deliver them to the exit]] before you eliminate all enemies.
* In ''VideoGame/JetForceGemini'', there are two types of goal: The current character's spaceship in a landing site (which will take them out of the current planet or space vessel), and a door leading to a new area placed within the current planet of space vessel. The latter type, in turn, tells subtly the player what to expect next: If there's just a starry green hologram, it means the character is about to access a standard area; if there's a starry red hologram instead, it means a free, resting zone lies ahead; and if both holograms are present, it means the current area will be directly followed up by another of the same type.
[[/folder]]

[[folder:DiggingGame]]
* The first ''VideoGame/{{Repton}}'' game has none; [[InstantWinCondition levels end instantly]] when you take the last diamond (even if it's under a rock and there would be no way of escape). ''Repton 3'' introduces the timebomb, which must be defused as the level's final objective.
* In ''VideoGame/SubTerra'', every level has ''two'' level goals. One is the easy one, and one is for hard mode; the latter is usually in a hard-to-reach spot, of course, and can be destroyed by explosions.
[[/folder]]

[[folder:FightingGame]]
* ''VideoGame/SuperSmashBros'':
** The platforming levels in Adventure Mode of ''VideoGame/SuperSmashBrosMelee'' end with a goal modeled after the universe or franchise it's representing: a finishing flagpole in the ''Franchise/SuperMarioBros'' level, the Triforce in the level based on ''Franchise/TheLegendOfZelda'', the top of the Brinstar Escape Shaft in the ''Franchise/{{Metroid}}'' level, and the checkerboard finish line in the ''VideoGame/FZero'' level (all other levels end with Smash fights, finished once the pertinent opponents are defeated).
** The Subspace Emissary mode of ''VideoGame/SuperSmashBrosBrawl'' features glowing yellow doors that signify the end of a level, rather than the normal red ones that just take you to another part of a level. For the [[VeryDefinitelyFinalDungeon Great Maze]], the end is shown by a ridiculously huge set of [[AmazingTechnicolorBattlefield Amazing Technicolor Doors]] that only open when you defeat shadow clones of the characters and [[BossRush every other previously-fought boss.]]
[[/folder]]

[[folder:FirstPersonShooter]]
* Each level in ''VideoGame/EightBitKiller'' ends when you pull a lever on a black machine that appears to be a comm-station.
* ''VideoGame/{{Blood}}'' has switches shaped like Tchernobog's head.
* ''VideoGame/Corridor7AlienInvasion'' has the elevator. It's unusual in that you start at the elevator and you have to return there when you kill enough enemies.
* ''VideoGame/{{Descent}}'' has exit doors which open only when you blow up the reactor in a level.
* Both ''VideoGame/Wolfenstein3D'' and ''VideoGame/{{Doom}}'' have you flip switches at the end of a level; the end-level switches for ''Wolfenstein'' are located in elevators, but there isn't much explanation for why ''Doom'''s switches take you to the next level.
* ''VideoGame/DukeNukem3D'' had self destruct switches, even though most of the levels were cityscapes (where, one assumes, self destruct buttons are rare).
* ''VideoGame/Left4Dead'' has a safe house at the end of every map except the campaign's end, which has some location-relevant escape vehicle. Getting all active survivors inside and closing the door triggers a level complete as the survivors rest up before moving on to the next map. If a zombie happens to be in the safe room, the level won't end unless you kill it, even though the door is shut.
* ''VideoGame/{{Marathon}}'' had various computer terminals were scattered around the levels; once you accomplished your objectives, you'd usually find one that would teleport you to the next stage.
* ''VideoGame/{{Quake}}'' has portals, teleporters or passages opening into complete darkness as its goals.
* ''VideoGame/RiseOfTheTriad'' has arch-shaped gates.
* ''VideoGame/ShadowWarrior1997'' uses bloody, bullethole-ridden yin-yang symbols as its exit switches.
[[/folder]]

[[folder:MazeGame]]
* ''VideoGame/{{Bomberman 64}}'' has an exit location marked by a green arrow on the ground that appears when you finish the stage's objective (such as lowering a bridge, activating a ski lift, knocking down a platform, or deactivating a barrier). The form the exit takes is usually related to the aforementioned objective. ''VideoGame/BombermanHero'' is similar, with yellow arrows pointing to the exit, but there isn't always an objective that needs to be accomplished to open it up.
* ''VideoGame/LodeRunner: The Legend Returns'' and its expansion, ''Mad Monks' Revenge'', have portals that appear after the last piece of treasure is either collected or destroyed, some of which are locked with color-coded keys. Custom levels that do not have portals in place follow the original game's goal, reaching the top of the screen.
* In ''VideoGame/TheTowerOfDruaga'', every level has a randomly-placed exit door, which needs to be opened by obtaining the randomly-placed key.
[[/folder]]

[[folder:PlatformGame]]
* On ''VideoGame/Action52'', ''Lollipop'' and ''Billy Bob'' have doors at the at the end of each level. The third level of the former subverts it though by having three doors at various points in the level, all of which reset the game. ''Critical Bypass'' also has you enter some weird structure at the end of each level.
* In ''VideoGame/AlexKidd in Miracle World'', every level ends with Alex collecting a rice ball ([[CulturalTranslation or hamburger]]), which he then eats on the map screen.
* ''VideoGame/{{Asterix}}'' for the Platform/{{NES}} and Platform/GameBoy marks the end of a level with a board loaded with a boulder for Asterix to jump on and catapult himself out of the level.
* In ''VideoGame/{{Athena}}'', Athena had to enter an ornate double door at the end of each area. {{Boss Battle}}s didn't change this.
* ''VideoGame/BluesJourney'' for the Platform/NeoGeo has a bell tree for you to jump on at the end of each level.
* ''VideoGame/BubbleAndSqueak'': At the end of each ([[UnexpectedShmupLevel non-shmup]]) level is a small blue-and-orange pole sticking out of the ground, with a glass dome on top of it. To clear the level, both characters must be present at the pole.
* ''VideoGame/{{Bubsy}}'' had the titular character dash into a gigantic ball of yarn which turned around and show his face on it as a logo.
* ''VideoGame/{{Bug|1995}}'' has the "Bug Stop", basically, he lands on it to finish the scene (because he's acting in a movie).
* ''VideoGame/CastleOfPixelSkulls'': The goal of each level is to reach the door with the blue rug underneath it.
* ''VideoGame/CommanderKeen'': In the first three episodes, the levels end when Billy enters a gateway leading to a luminescent corridor (the color of the corridors changes with each episode: Purple in the first episode, blue in the second, and green in the third). In the fourth, sixth and ''[[GaidenGame Dreams]]'' episodes, the majority of levels end when Billy simply moves forward to a border identitied as an exit by a letter written in the [[CypherLanguage Standard Galactic Alphabet]] (the exceptions are the levels where Billy gathers a PlotCoupon or a valuable item, in which case grabbing them will end the levels automatically). In the fifth episode, most levels end when Billy enters a door that is unlocked by collecting a special key (not the same kind of key as the gems, but instead a crimson-colored keycard), whereas the others end when he disables the generators that are fueling the Omegamatic.
* ''VideoGame/CosmosCosmicAdventure'': Across all three episodes, there are three types of levels: Those which end when Cosmo touches the exit sign (even if the exit isn't placed directly in front of what would be theorietically a path leading to another location, as seen in the bonus levels which have multiple exit signs and just touching any of them will conclude the levels), those which end when he uses a warp machine that isn't connected to another within the same level, and those where he is eaten by a monster (a plant in Level 4 of the first episode, and a crocodile-like orange monster in the other instances).
* ''Videogame/CrashBandicoot'': for the first game, in every non-boss level, there's a "warp pad" that serves as the finish. In the second game, they're more elaborate teleport chambers. In the third game, they're simple "time warp balls".
* ''VideoGame/CrossbowCrusade'': At the end of each level is some kind of construct made up of dead bodies. To complete the level, you must go up to it, which will automatically make the PlayerCharacter tear it down.
* ''VideoGame/CrystalCaves'' uses rather complex-looking, big mechanical doors.
* ''VideoGame/DonkeyKongCountry'':
** ''VideoGame/DonkeyKongCountry1'': You know you're approaching the end of a level when you see a wooden sign saying "EXIT".
** ''VideoGame/DonkeyKongCountry2DiddysKongQuest'': Every level ends with a TestYourStrengthGame, where your strength is determined by if you've fallen on the target from high enough. This goal also contains an item on the top that cycles between different options, requiring a bit of timing if you want a particular prize.
** ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'': Each main level ends with a hoistable flag that can be pulled upward from a rope attached to it.
** ''VideoGame/DonkeyKongCountryReturns'' and ''[[VideoGame/DonkeyKongCountryTropicalFreeze Tropical Freeze]]'' both use floating barrels with star icons to conclude a level upon contact. These barrels also act as slot machines, as several images are shown one after another, and whichever one is displayed when a Kong touches it will become their prize: A banana, a bunch thereof, a coin, a balloon, or a DK icon that allows the player to shake the Wiimote (and Nunchuk if also used) to trigger a multiplier for a randomly-selected collectible.
* In ''VideoGame/ElastoMania'', levels are completed by touching the spinning flower after collecting all the apples.
* In ''VideoGame/EverybodyEdits'', this comes in the form of a gold trophy.
* ''VideoGame/FoxNForests'': At the end of each level, Patty the Partridge can be seen sitting on a see-saw while singing a song (which replaces the level music when you get close). You have to jump on the see-saw and launch her into the air to complete the level.
* ''VideoGame/GarfieldsNightmare'': Each level that isn't a BossOnlyLevel concludes when Garfield touches one of the rotating arms of a pole striped yellow and red. The arm marked with a red X doesn't yield anything special, but the one showing the black silhouette of a meal gives Garfield donuts.
* Each level in ''VideoGame/HeavenlyBodies'' ends with you returning to the mission console you spawn next to and grabbing onto a walkie-talkie to tell mission control you completed your objective.
* ''VideoGame/JamesPond'' has exit pipes; ''James Pond 2'' has an exit marker shaped like barber pole with a siren on it (you can only exit when it's flashing); ''James Pond 3'' has the same barber poles, but modified into communication devices.
* The Korean UsefulNotes/ArcadeGame ''Hard Head'' has an exit door at the end of each level, but above that door is a goal net that you have to kick a soccer ball into.
* In ''VideoGame/{{Jetpack}}'', each level is exited by double doors that open once all the Emerald Gems are collected.
* ''VideoGame/{{Kirby}}'' had a door adorned with more stars as per usual. And usually a cannon sequence. And a little dance.
* In ''VideoGame/LittleNemoTheDreamMaster'', at the end of every level is a door protected by a bunch of locks standing behind it.
* To complete a level in ''VideoGame/ManicMiner'' you must enter a portal, which opens when you have collected all the items in the level.
* ''VideoGame/MountainTroll'': These take the form of doorways that only open when [[PlayerCharacter the troll]] collects all the bags in the level.
* In ''[[VideoGame/AdventureIsland New Adventure Island]]'', the ends of levels are marked with flags of hands holding up the VSign.
* The first ''[[VideoGame/PapaLouieArcade Papa Louie]]'' game has a cage with a pulley on it. When Papa's holding the requisite number of pizza boxes, the cage rises and frees the tenants trapped within.
* In ''VideoGame/{{Pepsiman}}'', Scene I of every stage ends at a Pepsi vending machine, and Scene II ends in front of a large thirsty crowd.
* ''VideoGame/PizzaVsSkeletons'': The skiing levels have a giant snowman with a skull head that the pizza has to destroy at the end of the level, while the balancing levels have a giant gong at the end that destroys the skull on impact to complete the level.
* ''Franchise/PrinceOfPersia'': In ''VideoGame/PrinceOfPersia1'' and ''VideoGame/PrinceOfPersia2'', the exit gates had to be opened on each level, and [[SoundCodedForYourConvenience you could tell by the sound made]] when you stepped on the appropriate PressurePlate.
* In ''VideoGame/{{Purple}}'', you finish the stage by hopping on green spring board surrounded by checkerboard design.
* ''VideoGame/RaccooVenture'':The levels in the game are cleared by stepping onto the glowing circular patch of ground.
* ''Franchise/RatchetAndClank'': The LevelMapDisplay shows the goal being marked with a star.
* ''VideoGame/RoadRunnersDeathValleyRally'' marked the end of each stage with a checkered flag.
* ''VideoGame/SecretAgent'' has the elevator door, which must be blown up with dynamite and can only be entered if you destroyed the radar dish on this level.
* A few bonus levels in ''VideoGame/ShovelKnight'' end when you reach an glass orb post that normally is a CheckPoint.
* ''VideoGame/SkeletonBoomerang'': At the end of each level is a large treasure chest. To complete the level, you open up the treasure chest to collect the horned golden skull within.
* ''VideoGame/SlyCooperAndTheThieviusRaccoonus'': At the end of each level, Treasure Keys are kept in a glass casing that Sly breaks open and collects with a unique posture.
* ''VideoGame/TheSmurfs1994'' had an exit sign.
* ''Franchise/SonicTheHedgehog'':
** The 2D games used a signpost with [[BigBad Eggman's]] face on it, that flips over to the current character's. Additionally, the final Act of each non-final Zone had a capsule full of animals that ends the level when broken open by hitting the release button instead of the signpost.
** The 3D games replaced the signpost with a goal ring. ''VideoGame/SonicGenerations'' uses both, considering the levels alternate between Platform/MegaDrive-style platforming-focused areas and ''[[VideoGame/SonicUnleashed Unleashed]]''-style 3D running stages.
** [[LampshadeHanging Lampshaded]] in ''VideoGame/SonicFrontiers'' with this exchange:
--->'''Sage''': What is your end goal?\\
'''Sonic''': It varies. Sometimes it's a spinning sign, sometimes it's a big ol' ring...
* In ''VideoGame/SolomonsKey'', each level is completed by passing through a door that must first be opened by collecting a key which may or may not be in plain sight.
* ''Spacestation Pheta'' is an odd case. Ostensibly, the airlock furthest to the right is the level goal, other airlocks being obstacles you may have to open to reach the final airlock. In reality, "enter the airlock furthest to the right" works more like an InstantWinCondition. You can win by ''destroying'' the rightmost airlock and entering the one that was the second-to-last.
* ''VideoGame/SpeedyEggbert'' has a spinning arrow (or key depending on the level) which only end the level if you collect all of the [[MacGuffin treasure chests]] within it.
* ''Franchise/SuperMarioBros'' games have used various kinds:
** ''VideoGame/SuperMarioBros1'' and ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' both have the flagpole and castle, which the ''VideoGame/NewSuperMarioBros'' sub-series, the ''[[VideoGame/SuperMario3DLand 3D]]'' [[VideoGame/SuperMario3DWorld duology]], and ''VideoGame/SuperMarioBrosWonder'' brought back.
** In each regular level of ''VideoGame/SuperMarioBros2'' (and, by extension, ''VideoGame/DokiDokiPanic''), there's the Mask Gate that needs to be opened with a crystal ball that is usually guarded by Birdo (a different sprite was used in ''DDP''). The levels with bosses have instead a door that appears when the bosses are defeated.
** ''VideoGame/SuperMarioBros3'' has the cards that cycle like slot machines through various cards which can be collected for a bonus. In fortresses and airships, the goal is an item dropped by the bosses when they're defeated.
** The usual exit to non-boss levels in ''VideoGame/SuperMarioWorld'' is walking through twin poles; the standard alternate exit is finding a key and putting it into the keyhole; the Sunken Ghost Ship's exit is touching a question mark in a green circle.
** ''VideoGame/SuperMarioWorld2YoshisIsland'' and its sequels have the end ring with little flower icons going round, and if the flowers are where the cursor stop, you play a bonus mini game.
** ''VideoGame/SuperMarioLand'' has the giant tower with two exits, the top one leading to a bonus game.
** ''VideoGame/SuperMarioLand2SixGoldenCoins'' has a door with a small bell hung at the top and a hanging sign saying 'Goal'. Secret exits are just a small black door marked with a star above.
** ''VideoGame/SuperMarioSunshine'', ''VideoGame/SuperMarioGalaxy'', and [[VideoGame/SuperMarioGalaxy2 its sequel]] all used the game's PlotCoupon as a level goal, as the levels' objectives were fairly linear (''VideoGame/SuperMario64'' has many of its coupons obtainable in any order in the levels). This also applies, though to a lesser extent, to the story-related Power Moons (as well as the more valuable Multi-Moons) in ''VideoGame/SuperMarioOdyssey''.
** ''VideoGame/WarioLandSuperMarioLand3'' usually requires you to pay 10 coins to open the locked exit door (if it isn't a stage where the exit door is open to begin with). In some stages the stage is cleared by hitting a giant ! block instead, which results in some big change happening on the world map.
** ''VideoGame/WarioLandII'' has a door with flashing star icons above it.
** ''VideoGame/WarioLand3'' has four chests in each level - gray, red, green, and blue - and you have to open a chest after finding its key to get the treasure inside. You can also clear a level by passing through an exit door in the location of a chest you've already opened.
** ''VideoGame/WarioLand4'' has the same portal that takes you to the level... only opening when you trip the Frog Switch at the other end of the level. It also starts a timer to [[DreamApocalypse destroy the level.]]
* ''VideoGame/TurtlePopJourneyToFreedom'': The objective of each level is to get all the turtles through the rainbow. Do that, and you get a bonus where more turtles appear in the level to get through the rainbow.
* ''VideoGame/VividConceptions'': The goal on every level is represented by a red flag, similar to the one seen in the protagonist's village in the intro. Presumably, your fellow Bantams left these behind to indicate the right way to the goal of the game.
[[/folder]]

[[folder:PuzzleGame]]
* ''VideoGame/{{Catherine}}'': At the top of each stage, there's a bell that Vincent must ring to open the stairway to the top.
* In ''VideoGame/{{Portal}}'', to finish a test chamber, you have to reach the elevator at the end that leads to the next test chamber.
* In ''VideoGame/ApertureTagThePaintGunTestingInitiative'' the ends of the levels are marked by an entrance to the Aperture Science Vacuum Delivery System.
* ''VideoGame/{{Ballance}}'' has a wooden platform with balloons attached that takes off as soon as your ball ends up inside.
* ''VideoGame/ChipsChallenge'' and all of its {{Fan Sequel}}s, as well as the official sequel, have a blue-colored portal that is usually blocked by a socket that will only open when the required amount of (computer) chips is collected.
* The level exits in ''VideoGame/{{Lemmings}}'' come in several varieties (functionally equivalent). Some levels have more than one exit.
* Played with in ''VideoGame/BabaIsYou''. Instead of being one specific object, the goal of a level is whatever is defined as "Win"--and you can [[RewritingReality change that]] by moving "Win" to define something else as the goal.
* ''VideoGame/EnglishCountryTune'' has a blue square used as a level goal in some levels. However, you'll have to fulfill the requirements for all other gimmicks before you can finish the level.
[[/folder]]

[[folder:RolePlayingGame]]
* In ''VideoGame/{{Miitopia}}'', each and every level ends with an [[TraumaInn inn]] in which the Miis regain their health and MP, eat and socialize with each other.
[[/folder]]

[[folder:ShootEmUp]]
* In ''VideoGame/AtomicRoboKid'', the level exits take the form of small portholes.
[[/folder]]

[[folder:ThirdPersonShooter]]
* ''Franchise/{{Splatoon}}'': Each level goal in the series' story mode has a significant item held in a field that's open by being blasted with a weapon.
* Most missions in ''VideoGame/{{Warframe}}'' are finished by fulfilling the goal and then reaching the extraction point, either a landing pad or a dock which allows [[PlayerCharacter the Tenno]] to enter their DropShip in style.
[[/folder]]
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