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Floyd SB: The Company Man – Walkthrough (Stephen Owens/2000)

By Leon | March 21, 2010

Floyd SB: The Company Man Walkthrough Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



Talk to the boss to learn about your assignment.

Walk south to leave and in the corridor pick up the MAGAZINE (3/3). Walk further south to leave HQ. Outside touch the HQ building for good luck (5/8). Use the door on the left to enter the ship master’s office. Use the cabinet under the fish tank to take the FISH FOOD out (3/11) and talk to the old man, captain of the Longshot.

Ask the man for a ticket to leave the planet and the captain will tell you that there are no tickets unless you can give him a very good reason. Tell him about your phone bill and he’ll give you the BOARDING PAPERS (3/14). Leave the office on the south and walk to the right to reach the Longshot. Give the boarding papers to the guard outside and you can enter (2/16). Use the teleport door to leave the planet.

In the teleport room walk to the right and in the corridor walk to the right again. In the storage room you’ll see a BLUE KEY CARD (3/19) on the pile of junk at the top of the screen. Use the pile of junk at the bottom to find a mini-bot that doesn’t work anymore. Use the board across the boxes at the bottom of the screen to make a witty remark (5/24).

Leave the storage room on the left and use the blue key card on the panel to the right of the door. The door will open, you’ll walk through and meet Commander Bob on the other side. He’ll take you to the control room. Talk to the old man and he’ll ask you about Warp 7 Drives. You need to fix them.

Walk south to leave the bridge and walk all the way to the left back to the blue door. Walk further to the left through the corridor until you reach the large hall. Walk north between the stairs and in the blue corridor walk to the left again. Further left when you’ve reached the yellow door and look at the poster on the wall. Take the POSTER (3/27) and walk south.

In the small hallway walk to the left to reach the library. On the left are the technical manuals. Look at them to find some great advice (1/28). Take the VASE from the top shelf in the back (3/31)  and walk to the south to leave again. In the small hallway go south to the corridor and enter the storage room by going south again. Take the JAR (3/34) and the ROCK from the shelf (3/37) .

Walk left to the corridor and north to the small hallway. Go north again then all the way to the right until you’re back at the large hall. In your inventory smash the vase with the rock to find a RED KEY (3/40).  Use the key on the lower left door to enter the crews quarters. Use the bunk in the middle to find a Longshot DOLLAR (3/43).  Leave the room again on the right and go up the stairs.

Use the key on the second door from the left to enter the kitchen. Through the kitchen to the left and south you can get into the dining room.  Take the Artrilian DOLLAR from the table on the right (3/46). Walk south back into the kitchen and to the right into the big hall. Use the second door from the right to enter the lounge and in the sofa on the left you’ll find a Longshot QUARTER under the middle cushion (3/49). Leave the lounge on the south again and walk down the stairs. Walk to the left to find the vending machines.

Use the middle one that’s out of order to find the C-KEY (3/52). Insert the Artrilian dollar into the Robot Chip machine on the right (2/54) and take the ROBOT CHIP from the tray (3/57). Use the Longshot dollar on the snack machine on the left to get a bag of PEANUTS (3/60) and insert the Longshot quarter into the snack machine to get a pack of CHEWING GUM (3/63). Walk south to leave the machines and in the big hall go up the stairs.

Enter the door in the middle to find the guest rooms behind it. Use the C-key on the door of room C in the middle on the left (4/67). Walk into the bathroom and to the right to find a YELLOW KEY CARD on the toilet (3/70). Leave room C on the south and exit the corridor on the south. Walk down the stairs and into the corridor on the south. Walk to the right until you find Commander Bob next to the blue door. Use the blue key card on the panel next to the door and walk to the right into the storage room.

The robot chip needs to go into the mini bot but won’t stay there. Use the chewing gum on yourself to chew it (3/73), then put it on the robot chip in your inventory (3/76). Now add the chip to the robot to repair it (6/82). The robot will come to life and when you talk to the robot again, it’ll open all doors on the lower deck (1/83).

Walk to the left and use the blue key card on the panel next to the door to open it. Keep walking to the left until you reach the big hall again. Walk north between the stairs and in the corridor walk to the left. Use the yellow key card on the panel next to the yellow door. Walk to the right to reach the lab.

Talk to the scientist and ask for the goo. You can have some if you give him a light snack. Give him the peanuts (1/84) and use the empty jar on the GOO (3/87). Walk to the left to leave the lab and use the yellow key card on the panel next to the yellow door. In the corridor walk to the left first, then to the south twice. You’re in a small hallway with two doors on either side.

Enter the captain’s private room on the upper left. Use the fish food with the fish tank and a GREEN KEY will appear next to the tank. Pick it up (3/90) and leave the room on the lower right. Enter the cargo bay on the upper right and talk to Cargo Bob. Ask for the lift and he can give it to you for something in return. Give him the magazine (1/91) and you can take the LIFT (3/94).

Leave on the left and enter the brig on the lower right. Push the yellow button to turn off the containment shield and take the NOGGIN CLEANSER (3/97). Walk south to leave the room then north twice to return to the corridor. Keep walking to the right until you reach the big hall and climb the stairs. Use the door on the right to enter the medical room.

Connect the noggin cleanser to the doctor bot on the right (2/99) and use the noggin cleanser to switch it on. Take the NUCLEAR ERASER out of the doctor bot (3/102). Walk north to leave the medical room and open next door to enter the lounge again. Use the green goo on the statue to prevent it from talking (5/107) and give the poster to the bartender to order your drink. You now have a PAN GALACTIC GARGLE BLASTER (3/110).

Leave the room on the south and go down the stairs. Walk north between the stairs and in the hallway walk all the way to the left until you reach the warp drive core. Walk to the right and into the warp drive control room. Pour the pan galactic gargle blaster into the warp drive control to start the warp drive (5/115).

Leave the control and leave the room on the left side. In the corridor go south and in the small hall walk to the right to reach the computer room. Position the portable lift under the vent (2/117) and use the lift to look into the vent. You can see the Prime Minister on the other side. Use the nuclear eraser with the vent  and push the big red button to activate the eraser (2/119). Now you have two minutes to get out of there.

Push the ‘down’ button to leave the vent ans walk to the left to leave the computer room. In the small hallway go south. Use the door on the upper right to enter the cargo hold. If you want to use the flying saucer, you need a key. In your inventory use the yellow key card with the blue key card to create a GREEN KEY CARD (3/122). Use the key card on the flying saucer to get away (11/133).

Game source: A copy of the game was found here on the internet.

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