Load a random scene from a list of strings.

I am wanting to load a random scene from a list of strings/names instead of using the build menu index, for example, here is some sort of Pseudo code version of what I am wanting to do.

//Declared as variables so that I can specify only the levels I want to load.
LevelOption1 = "LevelTrain";
LevelOption2 = "LevelBoat";
LevelOption3 = "LevelCar";
LevelOption4 = "LevelBike"; 

SceneToLoad = [Range.Random (LevelOption1, LevelOption2, LevelOption3, LevelOption4)];
      Use SceneManager.LoadScene (SceneToLoad);

I know this is very rough and incredibly broken but I am new to coding. I do not want to have to use something like Random.Range(1, 10) because all levels are not in sequence in the build settings.
Any help is appreciated.
If this can’t be done, any solutions would be helpful.

This should work. Keep in mind it isn’t tested. it still uses a random range. But in a different way than what you are doing. This way it’s exactly the proper level order you want, not based on BuildSettings.

This is C# also.

	// This isn't tested. But should work. You'll still have to use Random.Range, but you'll see what I mean.
	// be sure to include "using System.Collections.Generic;" at the top Without "".
	// Not tested, but no compile errors on my end.

	private int indexId; 									// We use this as a way to access our list of strings.
	private string levelToLoadName = "";					// We leave it blank first.
	public List<string> levelNames = new List<string>();	// It's public so you can put level names inside inspector. Cleaner that way. (to me at least).

	// Only using start as an example.
	void Start(){
		/*
		 * Alright, it's fairly simple.
		 * All you have to do, is do a random.range for the index inside the list, like so.
		 */ 

		// If you run into any problems with this. Try putting either -1 or levelNames.Count - 1;
		indexId = Random.Range (0, levelNames.Count);	// Obviously 0 is minimum, and we get the max amount of strings inside the list. And choose a random level in it.

		// We now set the levelToLoadName to the name of the string at the index inside the List.
		levelToLoadName = levelNames[indexId];
		SceneManager.LoadScene (levelToLoadName);		// Now we load the level.

	}

After trying to use the scripts you provided I decided on a less elegant but much easier to understand script of my own; using the random number range I create an integer between 0 and 8 because I have 7 levels to randomize, I then use IF statement to read from this integer and if it matches the number on the IF statement it triggers the level to load. I wrote all of the script out in C# only to find that static string variables cannot (to my knowledge) be made public and edited in the inspector using C# so I re wrote it in JS. I know that this is not an optimal solution but it is one that seems to work, unless you see any massive problems with this method?

#pragma strict

private var RandNum : int;
var LvlZero : String;
var LvlOne : String;
var LvlTwo : String;
var LvlThree : String;
var LvlFour : String;
var LvlFive : String;
var LvlSix : String;
var LvlSeven : String;

//Remove or add variable and corresponding IF statement to scale

function Start () 
{
    //Second property must be 1 over desired range
    RandNum = Random.Range(0, 8);
    print(RandNum);

    if (RandNum == 0)
    {
        Debug.Log("Scene0");
        SceneManagement.SceneManager.LoadScene(LvlZero);
    }

    if (RandNum == 1)
    {
        Debug.Log("Scene1");
        SceneManagement.SceneManager.LoadScene(LvlOne);
    }

    if (RandNum == 2)
    {
        Debug.Log("Scene2");
        SceneManagement.SceneManager.LoadScene(LvlTwo);
    }

    if (RandNum == 3)
    {
        Debug.Log("Scene3");
        SceneManagement.SceneManager.LoadScene(LvlThree);
    }

    if (RandNum == 4)
    {
        Debug.Log("Scene4");
        SceneManagement.SceneManager.LoadScene(LvlFour);
    }

    if (RandNum == 5)
    {
        Debug.Log("Scene5");
        SceneManagement.SceneManager.LoadScene(LvlFive);
    }

    if (RandNum == 6)
    {
        Debug.Log("Scene6");
        SceneManagement.SceneManager.LoadScene(LvlSix);
    }

    if (RandNum == 7)
    {
        Debug.Log("Scene7");
        SceneManagement.SceneManager.LoadScene(LvlSeven);
    }
}

Thankyou @N1warhead and @MoonHeadJohn for your input, it is greatly appreciated!