Response to form triggers creation of zero or more duplicate scenes

I’ve got two scenes, one with room 1 and one with room 2.

In room 1 I’ve got one table with two 3D assets on top of it. This room also has a door that connects to room 2 through a door but it’s closed.

Once going near the 3D assets a dialog pops up saying to click “E”. This pops up a 2D form one needs to fill.

Only after filling both forms I’m able to go into room 2.

Now what I would like to do is, depending on the response in the form, one or more duplicate room 2 scenes should be created and dynamically added to the scene. If with scenes isn’t possible, what’s the way to do such thing?

Know about SceneManager.CreateScene but this creates an empty scene, not exactly what I want to.

I was guided by a StackOverflow user to the solution to this question. Quoting from him,

This problem seems to me like
something I would solve with prefabs
instead of scenes.

I would create just one scene for all
rooms. Those rooms which appear in any
case and always in the same position
would be part of that scene. Those
rooms which only appear conditionally
would be prefabs.

The script which processes the player
decisions in the form would get an
inspector variable for each room it is
able to spawn. I would then assign the
room prefabs to those variables in the
inspector and write the script to
Instantiate the room prefabs according
to the player’s decisions.

Alternatively, if each room will
always appear in the same position,
you could make all the rooms part of
the scene but set all the conditional
rooms to inactive. The script would
then have references to these rooms in
the scene instead of references to
prefabs. It would then activate the
rooms you want in the game with
room.SetActive(true). This approach
has the advantage that you can mark
the rooms as “static” which improves
various performance metrics and that
you might be able to use baked
lightmaps (under some conditions),
which can result in better looking
lighting.