This file contains a walkthrough of "The Owl Consults." If you'd prefer more gradual or specific hints, there are Invisiclues available in the game via the HINT command. Answer the phone to switch to Amelia Derringer. Bite the tentacle then, using Amelia's shapeshifting superpower, squeeze through the bars of the cage. Push the button to close the tank, then head south. After a short time, your second line will start buzzing; switch (via LINE 2 or similar) to Dirk Radon, who's surrounded by threatening robots. Dirk has a jetpack, but examining it indicates that it's only activated by falling from a great height. To that end, threaten the robots back: Hit them repeatedly until they throw you off the ship. The button on the jetpack will begin glowing and, after a few turns, power up. Once it's flashing, push it. You then land in the Control Room, where there's a hidden punch card. Search the bookshelves for it, then put it into the engine. With the robots distracted, you can then go south and east into the Captain's Bedroom. At this point, you can freely switch between Dirk and Amelia; do so. Head into the Laboratory and try to take the gecko. You'll only manage to get the tail. but that's enough for Amelia's ability. Go back to the room with the octopus, eat the tail, then climb up. Take the lockpicks out of the bag there, then unlock the door with them. Leave and go east into the Guest Suite. Unlock the desk there and take the access card from it. Return to the enclosure, then put the access card into the narrow slot in the enclosure. Inside is a red lever; pull it. With the airship running on emergency power, switch back to Dirk. Return to the Control Room. With the glass box open, push the emergency button. The robots on the deck will shut down, allowing you to head down to the Radio Room (south, down, and then west from the Control Room). Switch back to Amelia, then pull the lever again to restore power to the ship. Head to the upper deck, then switch to Dirk. Turn on the relay and then rant. With Dirk distracted, switch back to Amelia and unlock the reactor door with the lockpicks. Amelia will warn you about setting off an alarm; just direct her to unlock it again. Immediately head down to the Lower Deck and push the black button on the klaxon to stop the alarm. Go to the Master Suite (up and east from the Lower Deck), then take the scarf and book there. Read the book, then switch back to Dirk. As Dirk, exit the Radio Room and head down to the Trophy Room. Take the harpoon, then head into the reactor. Attack the sludge monster with the harpoon repeatedly until it dies. Exit the reactor, then head down and north into the Board Room. Open the secret compartment there and take the silver card inside. Pull the red lever in the Laboratory, then return to the engine and push the red button to reactivate the robots. Put the silver card in the slot, then push the red button to deactivate them again. Switch back to Amelia. Head to the bottom deck. Eat the scarf, then head east into the newly opened Cold Storage room. Push the flask there west and then up to the top deck. Return belowdecks and switch to Dirk. Push the dewar into the reactor, then north and into the reactor pool. Raise the control rods. Exit the reactor. In a few turns, you'll hear a meltdown alarm sound. At that point, the emergency lever is now active; pull it, then climb up to the top of the ship. Jump off. As earlier, push the jetpack button once it starts glowing to allow Dirk to escape. You are now controlling Amelia. Head into the reactor, then taste the bloodstain to gain Dirk's immunity to radiation. Take the sludge deposit. Go north into the reactor core, open the flask, and take the box instead. Exit the reactor. (If you need extra time in this sequence, lick the bloodstain again.) Climb up the ladder and jump off. Wait a few turns, then eat the sludge deposit.