After the fight, you explore the cargo compartment of the zeppelin. It's filled with a bunch of really boring stuff, but you do get a slightly better sense of the ship's layout.
You rifle through your fallen foe's possessions, looking for a clue as to the leader's whereabouts. You find a note reading Do not enter Ron's cabin for any reason whatsoever. From this, you glean that Ron is... in a cabin.
On the wall next to your fallen opponent, you see a map of the zeppelin, with an area marked Best Cabins. You note the location, assuming that Ron's cabin is probably one of the best ones, if not the best one.
After defeating your foe, you notice that one of the zeppelin's janitors has left his keyring on a hook on the wall. You grab it and unlock every door on the zeppelin before flushing the keys down the toilet. Take that, random janitor!
Having unlocked all of the doors in the zeppelin, you finally manage to figure out where the nicer cabins are. Unfortunately, you only have time to check a couple before you hear a guard coming and flee.
You finally make your way to the largest, most luxurious cabin in the zeppelin. You steel your nerves for the inevitable confrontation with Ron Copperhead.
You search the Herring's cabin, but you find nothing of interest. Who could have guessed?
You search the Snapper's cabin, but everything you find has been snapped in half.
Without a Red Zeppelin ticket, there is a chance (about 50%? needs spading) of being thrown overboard, damaging you and negating any progress made that turn:
A ticket taker accosts you after the fight. Unable to produce a ticket, you are thrown overboard!
Once you defeat Ron "The Weasel" Copperhead, the zeppelin will go up in flames. During every round of combat against a native Zeppelin monster, a chunk of flaming zeppelin will hit either you or the enemy, dealing hot damage.
If the chunk hits you:
A chunk of flaming zeppelin falls on you like a ton of hot lead.