Section A - Obedient -> Suspicious
Inverse effect of casting zifmia at the suspicious adventurer when the unsummoning destination is the Splendid Cavern:
say "The image of [the Adventurer] seems to waver and flicker for a moment, then disappears with a loud [i]snap[/i]. A bit of parchment fluttering to the ground is the only sign of [his] presence.";
move the ordinary scroll to the Clean-Room;
move the Adventurer to the Hall of the Mountain King;
if the player can see the wall-sized mirror, say "Behind the mirror, you see [him] reappear in the cave. [He] looks around for a moment and checks [her] possessions, then, seemingly satisfied, walks off to the east.";
remove the golden box from play;
say "You breathe a sigh of relief. Now that problem is taken care of...but you still have no way to get the other scroll out of the Clean Room.";
reset the interlocutor;
award points for "reversing your summoning";
Instead of casting zifmia at the obedient Adventurer when the location of the Adventurer is the Clean-Room and the Clean-Room encloses a palantir: [Little patch.]
say "Something about the Adventurer's posture makes you hesitate for a moment. There's something not quite right here..."
The end of serage is a scene. The end of serage begins when the Adventurer is suspicious. The end of serage ends when the Adventurer is in the Hall of the Mountain King. [This scene represents the Adventurer finally fighting off the serage spell.]
Instead of casting kulcad at the obedient adventurer when the adventurer is not in the Clean-Room: say "Not yet[--]that would probably break the [i]serage[/i] spell, and you might still need [regarding the adventurer][their] help."
Definition: something is animate rather than inanimate if it is a person.
When the end of serage begins:
now the golden box is carried by the Adventurer;
if the lantern was enclosed by the Clean-Room, now the lantern is carried by the Adventurer;
now every palantir carried by the Adventurer is in the Clean-Room; [If somehow the Adventurer has already taken the sphere, we want to make sure it's left behind so the player can perform the reverse-summon.]
now every spell scroll carried by the Adventurer is in the Clean-Room;
now the dark scroll is in the Clean-Room.
Instead of casting zifmia at the Adventurer when the end of serage is happening and the Adventurer is suspicious and the player is not reversed:
say "Now that your [i]serage[/i] spell has worn off, [regarding the Adventurer][she] is likely to be rather upset. The best thing to do at this point would be to send [him] back to the other side of the mirror."
Every turn when the end of serage is happening and the player can see the Adventurer:
say "[The Adventurer] [one of]suddenly twitches spasmodically and spins around, for no reason you can determine. Without you ordering [him] to, [she] reaches out and grabs [if the lantern was enclosed by the clean-room][his] lantern and [end if][the golden box], wrenching its hinges apart in [regarding the adventurer][his] frenzy and dumping the contents onto the floor. That shouldn't have been able to happen[or]looks at you strangely through the palantir, as though trying to make sense of something[or]shakes [her] head in confusion[or]looks at you again, and doesn't seem to like what [she] sees[or]glances at you with growing suspicion[or]blinks rapidly, seeming to see you for the first time[or][if the heavy doors are magical]tries to sneak the box through the doors, without success[else]glares at the warnings about 'magical security doors'[end if][or]says something indistinct[or]holds the palantir close enough to [his] mouth that you can read [his] lips: 'SEND ME BACK!' This isn't good[or]glares at you with open hostility[stopping]."
When the end of serage begins when the player cannot see the Adventurer: say "You have a strange sense of dread about the Adventurer. Is something wrong?"