Merrin will be led through a couple of doompunk-themed hallways to a relatively brighter (still indoors) room which offers her a glass and a selection of wines and juices to pour into it, and a variety of primitive low-tech light snacks.
Antonio will stick around to see if she has questions of those, rather than leaving her alone, because ETA on the seventh-circle wizard called in from elsewhere in the palace is still a couple of minutes, and he doesn't want her left alone until they can snoop her thoughts properly.