The Scanner in Level 972
Level 972 is the 973rd level of the Backrooms. This level is far by the most friendly level in the Backrooms for the properties this level has. The scanner, the needles, the level itself, and a lot more. Overall if you want to survive; you should come here even for just a bit of a puzzle. The level is basically your personalized brain game.
The Scanner
Everyone that enters Level 972 will come across The Scanner. The Scanner will determine where you start in the level depending on your Strength, Stanima, IQ, and Sustainability. People with disabilities that make the level impossible or hard to progress will be teleported to Level 972.1 after going into The Scanner. If you have problems walking or have one of the listed (down below) dissabilites upon entering, you will be in The Scanner.
On entry of The Scanner you can also press a button for it to scan for phobias making the level (if entities are present) have a lesser chance of having entities if you are generally scared of monsters or "entities" making the level verify your phobia. This future works with other phobias such as Arachnophobia, Ophidiophobia, Acrophobia, Aerophobia, Cynophobia, Astraphobia, Trypanophobia, and Social Phobia. And thousand more.
The Scanner can figure out your Strenght, Stanima, IQ, Sustanibilty, or disabilities in one of two ways, one being "The Needle Method". "The Needle Method" is the safest for others that don't have Trypanophobia - Fear of injections. When using this method The Scanner will inject 3 tiny needles into your different parts of your body and draw blood for 7 seconds and then remove the needles and put them in 3 different glass cylinders and then they disappear. After the cylinders disappear The Scanner will say in a robotic voice "Anyalyzing". After 20 seconds The Scanner will say "Transfering" then you will be transferred to The Main Level. Now, the second method is slightly more dangerous than the first. The second method is for others with Trypanophobia - Fear or needles. This method is called "The Ray Method". This method produces a X-Ray thorough out The Scanner twice, but, before the scanner does this white clothing will appear on the floor. The Scanner will ask you to put the clothing on for "your safety of the X-Rays". If you don't put the clothes on which will always be your size, you have a risk of dying to the X-Rays.
There is another method but it isn't considered one for the simplicity of it. The Scanner has a very shiny button that through Frontrooms differently abled or autistic others will most likely press do to the bright colors and lights on it. When pressing this button The Scanner will ask for confirmation asking you if you are differently abled or have autism if you say yes and falsely answer you will die, if you choose no as a normal person you will simply continue with "protocol".
Description
A poorly drawn version of the layout of Level 972
Level 972 depending on your results will generate almost identical areas to everyone else testing your "Stats" such as IQ and Stanima. The areas as we call the, are segmentsed in three different rooms that spawn after The Scan. You have a 1 in 500 chance to end up with another person while in this level on generation due to similarity to generation and stats/phobias. The level will get harder and test you for 5 different areas. Your phobias will slowly start showing up and finally your worst fear during 5. All areas are lighted. So you must be mentally prepared for what lies ahead...wanderer. The variation depends on the "Stats" you show in The Scanner.
Spawn is where after you are transported to the Main Level after the scanner.
Area 1 is the smallest and far most easiest area of them all. It test your Strength and Stanima.
Varation 1: Variation one of Area 1 is a treadmill that is going 20 miles and hour against you. The goal is to get to the other side, but just remember that you are not timed during this process!
Variation 2: Variation two of Area 1 is a obstacle course that goes all the way around the room with a foam pit under any obstacles where you may fall. The foam pit had no entities inside of it. Music is playing in background to sustain sanity and a neutral mood.
Variation 3: Variation three of area is a room that you have to run through but spirals and finally, gives you and exit. It takes about 3 minutes to get out at a running speed.
Area two is the last area you will have before the Level starts slowly making you face your fears. Area two will test your Sustainability, Stanima, and IQ. All you have to do is resist something.
Varition 1: When entering the area you will become starved. Your goal is to resist the food. If you eat the food you will slightly decrease in all "Stats". You have to go through a long twisting hallway that has smells of food and desserts you love. Resist them, and you get all foods you absolutely wanted while in area 2 plus some of your favorite beverages!
Variation 2: Variation two is far by the most cruel and only the ones with the best stats can get through it. The area will resemble your house. And infront of the house, your family. All of them. This may trigger sadness for others that have missed their families even the toughest has a hard time resisting. They will ask you to come inside if you say Yes you could die or be injured by your "Family". If you say No you can walk out the exit and then have 20 minutes with your real family in Reality.
Variation 3: Variation three is the easiest in area 2. You just have to no go towards the smell of sweets. If you don't go the smells you will get a piece of cake or if you are lucky a whole cake of your choice. If you go towards the smells and find the source you will die.
Area three is when things start to turn in the wrong way. Your greatest fears will start to show up in this area but very mildly. If possible try communicating with someone on a device for moral support.
Variation 1: Variation one or "The Maze" is a maze set in a night scene. Your goal is to get out of the maze. Your fears will pop up around corners or in random spots. So be mentally prepared for the road ahead.
Variation 2: Variation 2 or the hallway is a pitch black hallway that gives nothing but flashlights for [a] light source(s). Your fears will jumpscare you out of no where. Red spots in the hallway indicate the jumps are area, Avoid or encounter them to face or not face your worse fears. This is far by the hardest variation in area three.
Variation 3: It's a room that has a o