The biggest totally free game fix & trainer library online for PC Games. Official Klingon Honor Guard v1.1 Update [2.4 MB] Klingon Honor Guard v1.0 [US] CD-Check. Klingon Honor Guard is a superb first-person shooter set in the Star Trek universe. Designed by MicroProse and released in 1998, KHG was definitely the first Star. Download full Star Trek TNG: Klingon Honor Guard: Download (121 MB) Download (512 MB) Download (863 MB) Star Trek TNG: Klingon Honor Guard screenshots: 'Oh no! Not another Star Trek game!' This was the call from many when Klingon Honor Guard was first announced. Well they were right; this isn't just another Star Trek game, hoping to cash in on.
Game or Patch Questions? Visit MAIN N E T W O R K Star Trek Klingon Honor Guard System Language Protection CD Cover: PC::: Index. Official 2.4 MB R!SK/FiX File Archive 7 KB Installation:. Install the Game. Copy the following file in the SYSTEM directory: CRACK.EXE. Execute it to remove the CD-Check.
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Play the Game! VTeC/Laxity '98 File Archive 4 KB Installation:.
Install the Game. Copy the following file in the SYSTEM directory: KHG11CRK.EXE. Execute it to remove the CD-Check. Play the Game!
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Animalo/Laxity '98 CD-Copy:. Copy the first CD to your harddisk. Burn the CD with the original CD-label: KHG D v10 GER. Copy the second CD to your harddisk (and grab the audio tracks). Burn a mixed mode CD (data + audio) with the original CD-label: KHG G V10 GER.
Now install the game from the first CD. After that, install the Update and the original CD-Check is removed.
Star Trek: The Next Generation: Klingon Honor Guard Review By Adrienne Dudek June 05, 2012 In Klingon Honor Guard (KHG), you are cast into the role of an elite Klingon warrior, raised from birth to know the ways of battle and honor. After you create your character (basically choose your name and sex), KHG throws you into a holodeck simulation so you can test your combat skills.
During the simulation your training is rudely interrupted by news of a bombing at a meeting of the High Council and an assassination attempt on Gowron, the High Council leader. Several members of the high council died in the explosion and you are being sent to uncover the traitors and bring them to justice.
As an elite Klingon warrior, you have many powerful and oddly-named weapons at your disposal. There's the D'k Tahg (traditional three-bladed dagger), the Bat'leth (curved, two-handed sword of honor), the Ding-Pach (similar to the Razor Jack from Unreal - it shoots spinning discs that rebound off surfaces), as well as an assortment of energy weapons.
And as in Unreal, each weapon has two functions. For example, you can engage your enemies in hand-to-hand combat with your D'k Tahg or you can throw it at them from a distance. The Ding-Pach fires either razor-sharp or explosive discs. The energy weapons tend to fire energy bolts on their primary setting and much more powerful disruption bolts on their secondary settings. Unfortunately, like most shooters, you can't pick up the weapons your fallen foes were using to wail on you.
This is extremely frustrating and contradicts KHG's supposed 'fully-interactive' environment. I don't know how many warriors with Bat'leth I had to fight before I finally found one lying around that I could use myself. Along with the many varieties of weapons, KHG also sports quite a huge assortment of items. These include placeable security cameras (think Duke Nukem) so you can keep an eye on certain areas, tricorders to detect nearby enemies, and magnetic boots to hold you firm to metallic surfaces when engaged in zero-g combat. Most of the enemies in KHG will be familiar to anyone who has seen at least a few episodes of the Star Trek television series. Your humanoid foes include rival Klingons from the House of Duras, Andorians, and Nausicans. There are also several beasties such as the Tar Chop (poisonous scorpion-like insects that attack in swarms), the Targ (mate a Wild Boar and a Bulldog and you get a Targ), and the dreaded Ro'peD (think of the creature that Luke Skywalker bumped into on Hoth).
Overall there are 20 different enemy types, with several different kinds in each locale. KHG is the first shooter to utilize the Unreal engine with, of course, the exception of Unreal, the best action shooter to date in my opinion. While the Unreal engine provides a fantastic development tool for KHG, the designers at Microprose did not use it to it's full extent. The graphics and textures are good, but not as good as Unreal.
The lighting effects are impressive, but not as impressive as Unreal. The level designs are complex, but not as complex as Unreal. I know it's getting rather boring 'listening' to me continuously compare KHG to Unreal, but it does use the Unreal engine after all. Shouldn't it be an improvement? Another problem I had with KHG lies in its option system. There are a variety of choices, but they are somewhat confusing to decipher as their 'true/false' designations do not always seem to correspond to the 'on/off' system used in most first-person shooters. There are also quite a few bugs in the game, giving it a 'rushed out the door' feel.
For example, I suffered an average of one computer lock-up per level, so it will be in your best interest and the interest of those around you (we know you throw things and act like a little baby we you don't get your way. We're watchin' you through the screen) to save often. I also encountered a few graphics bugs. Some enemies would continue to stand after I killed them. I could walk through them, so they didn't really get in my way. It just kinda freaked me out. I also kept getting knocked out to Windows briefly between the end of a mission and the beginning of a cutscene.
It really pulled me out of the Klingon warrior spirit to see all of those little icons. It made me think of how much work I had left to do. At least the extremely intelligent enemy AI has been carried over from Unreal, and it may even perhaps be a bit better.
The bad guys will roll and dodge to avoid an attack, they will coordinate co-operative attacks hitting you from several directions at once, and they will run away if hurt badly enough. Multiplayer variants, called Death Rite Matches, include co-op play, deathmatch, and botmatch, in which lonely gamers with no friends can challenge computer-generated bots in deathmatch competition.
Up to four players can duke-it-out via the Net or up to eight on a LAN. KHG is fun, just not as fun as is could be.
It actually feels like an overlay for Unreal that some Klingon fanatic posted on the Internet. Don't get me wrong, it plays like a damn good overlay, but it neither matches the Unreal experience nor varies it any significant way. Tal Blevins. Star Trek: The Next Generation: Klingon Honor Guard Game Walkthrough June 05, 2012 Star Trek: The Next Generation Klingon Honor Guard Secrets FAQ Version 1.00 Copyright KSS (Antoine Chaperon) - April 2009 This FAQ is provided to give precise indications to the location and triggering of secrets in KHG solo campaign. M01: The Battle of Tong'Ve (0/0) M02: Assassins (3/3) 1. In the house where you find the sewer access switch, there is a wall with a marking and the outline of a door; guess what's behind this door. Over the main gate, where the gate switch is, go outside the window to a ledge; you can climb to the roof of the nearby house and drop through a hole, but that's not the secret; instead follow the ledge to another house with a second floor, and enter through a secret door to get a combat armor.
In the main building, go through the door at the top of the stairs and climb over the crate to the left; a hidden corridor leads to the last secret room, where you can eat a bowl of gagh (you can reach this room from the final computer room too, if you exit through a window and follow the ledge). M03: Rure Penthe (3/3) 1.
In the room with the stream and the collapsing floor, follow the stream outside to a ledge with combat goggles. In the same room, enter the stream, crouch and follow it to its source, where you'll find dilithium cells and a bowl of gagh.
When you're swimming underwater, watch for a hole in the left wall not long before the exit. M04: Rure Penthe (4/4) 1. Right at the start, after taking the elevator, you'll see an odd looking wall to your left; blast it and make your way to the area above the pool. Semi-secret: in the big room not far after the entrance to the first secret, go to the left of the window, blast some rock and crouch to get to a small room with an armor.
When you come to the big tunnel with the first mining cart you can ride on, follow it right to a lava pit; if you look down, you'll see stepping stones in the lava; drop to one of them then jump to a secret room; from there you should see a glowing climbable wall above the stepping stone in the far corner (you can actually use this natural ladder to get down, though it's a little tricky). After riding the first cart, walk back to the pit you crossed, jump to the ledge on the right and destroy a weak wall. After riding the first cart, in the control room where you activate the second one is the outline of a door; shoot it to open a secret room. M05: The Prison (2/2) 1. In block 1, on the upper walkway, walk on the leftmost support that connects the walkway to the cell block 2 wall; a secret door will open, leading to a bowl of gagh and a sniper camera.
Semi-secret: in cell block 4 lower level, a switch opens a cell back in cell block 1; a hole in this cell's wall leads to a locked cell in block 4 and an advanced combat armor. In cell block 3, after riding up the elevator that leads to the guards area, walk to the wall opposite the elevator; you'll enter a secret area holding bloodwine. M06A: The Warden (7/7) 1. In the bar, between the two tables in the back, is a secret door that leads to a combat dress. When you're riding up the elevator across the bar, you can enter a hole in the right wall, where you'll find a tricorder. From the last secret room, shoot the elevator to send it up and drop down to a flask of bloodwine. In the room with green tanks, the switch that unlocks the sickbay door opens one of the tanks at the same time; dive in to find a battle dress and a ding-pagh.
In the hallway after the sickbay, climb behind the first column on the left after the bend and you'll find a passage to a secret area above the hallway (you can see the windows from the hallway if you look up). At the next bend, after dealing with the grenadier, two guards will attack you from a hidden room; a poorly hidden door leads from this room to a secret area filled with ammo. In the last room where you find the retinakey, there is a concealed door in the same wall as the other door. M06B: The Warden (1/1) 1. After the first bend, climb behind the first column on the right and go through the false wall.
M07A: Qualor II (2/2) 1. After visiting the sewers, return to Harry's warehouse where you'll find an open sewer hatch; underneath is a room with armor and bloodwine. In the nightclub, step on all the purple circles, then approach the base of the tallest column: a secret compartment holding a bowl of gagh will open.
M07B: Qualor II (5/5) 1. Crouch under the shuttle in the cargo bay to find 3 knives. In the big cargo bay, follow the conveyor belt on the lower left from where you arrive; get past the 2 sliding curtains then step on a lift to your left; it leads to a secret place behind the viewing room where is a bowl of gagh. Still in the cargo bay, go through the middle door to reach a ramp above water; drop on a smoking pipe, then run and jump to the area above the small waterfall for an advanced combat armor. After going up the first elevator, you'll be on an open area facing one of the cargo bay viewing rooms; climb on the 3 small red crates and take a running jump to the narrow ledge facing the viewing room (nice jumping); at the end of this ledge, jump up to a tricorder. Before entering the second elevator, jump down to the roof of the second cargo bay viewing room. M08: The Space Station (4/4) 1.
After leaving landing bay 1 via the connecting tube, you come to the outer hub; go to the right and check the inner wall at the bend for a sliding panel. Just after the 1st secret, you enter a room and exit it to the inner hub; to your right is another sliding panel. When you've reached the power core, look down for a support beam with an apparent panel and jump from beam to beam until you reach it. After looting secret 3, exit it and look for a hidden panel opposite the apparent one; enter the teleporter to reach a room (which you have probably already seen if you've explored the station's exterior) with bloodwine. M09A: Thress (2/2) 1. In the casino, there's a slightly concealed door near the table upstairs. On the higher level, at the back of the blue room from where you open the logistics room is a hidden door (it's located near the ammo packages).
M09B: Thress (3/3) 1. In the central room, after flipping the switch, the alcove that holds a vacc suit features a hidden door that leads outside. The alcove opposite secret 1 has another secret door. The back of the shuttle's teleporter is a sliding panel that conceals a compartment with a stealth suit.
M10: The Kor-Van (4/4) 1. In the torpedo room (where you get the passcard), use the console to load the torpedo, then climb above the torpedo tube; press against the wall to open a panel; in the secret compartment, use the console to launch the torpedo. After secret 1, return to the first console and use it to send the platform up; enter the torpedo tube where a compartment with bloodwine will open. In the left power conduit room, behind the pillar that supports the platform (between the 2 ramps) is a switch; it activates an elevator leading down to the left engine. There you'll find ammo, an advanced combat armor and a teleporter to the starting room. In the command room (after taking the lift up and using the palmkey), climb on the platform that you can see from the command chair: a panel there hides ammo. M11: Rendez-Vous (2/2) On the docking bay level, exit the ship and look for a poorly concealed door to your right (strangely, this secret doesn't register in the level's account, though you get the 'secret area' message).
In the rightmost power room, shoot a pile of crates to reveal a switch; it opens a secret compartment behind a power conduit, where you'll find a sith har blaster. In the main power room, flip 3 semi hidden switches (actually you can flip the same one 3 times); the power core will slide down to expose a flask of bloodwine. M12: The Fek'Lhr (1/1) 1. After releasing the second clamp, walk on the top of the ship's hull towards the aft; climb the red incline then up a vertical wall, and continue walking towards the aft on the flat part of the hull, keeping to your left; a panel will open, allowing access to a compartment with a bowl of gagh and plasma cells.
M13: Krax (4/4) 1. Not too far from the start, you'll come to two corridors; the lower one leads to locked cells; take the upper one, and enter the room right after the transporter room; a grate in the wall allows you to reach one of the cells and retrieve an antigrav belt (note: the belt doesn't transfer to the next level, so you'd better use it in the final fight).
Now return to the burning cargo bay, take the lift up and turn to the right: the antigrav belt allows you to reach the red hatch in the ceiling; in the room above the cargo bay are a sith har blaster and plasma cells (note that you can also spare your antigrav belt and reach this secret from secret 4). After cleaning the dark cargo room, don't take the lift up and continue ahead; you'll reach the second transporter room (which is the only way to go back to the previous area), and the torpedo bay; go down and use the console to load a torpedo, then use the console in the control room to launch it; go back down to the torpedo bay and enter the now open torpedo tube to access a room with lots of ammo and a bowl of gagh. After riding the lift from the dark cargo room, enter the room just across the lift and go to the left; a hidden panel in the wall leads to an airlock with a vacc suit and magnetic boots (you can exit the ship then head to the aft to reach secret 2, or head to the prow and reach the bridge). M14: Praxis (5/5) 1. Past the base main elevator is another canyon; a natural rock ladder there leads to a spider infested cave, which provides a back access to the base.
In the room where you find the passcard, a switch is hidden in the dark area left of the console; it opens a hatch to a room with ammo and an advanced combat armor. In the room where you open level 2 access, a concealed door to the left of the switch leads to the platform above the big entrance room of this floor. In the room where you deactivate the generator's energy field, a console on the upper platform opens the service duct where you can find some ammo. After deactivating the energy field, return to the generator room: it is now safe to get down and access a room with a rocket launcher. M15: The Crew Complex (6/6) 1. Right at the start, where the tunnel bends to the left at a right angle, blast the rock wall; you'll reach an opening that overlooks the compound's entrance; however, don't walk on the ledge.
In the dark corner left of the compound's main entrance, you can blast through another rock wall; you'll reach a pool of corrosive liquid; try to move the crates (by firing at them) so as to be able to hop to the other side where you'll find a flask of bloodwine. Near the room of pain's exit, approach the panel to reveal a bowl of gagh.
On the second floor, after you cross the second walkway over the training areas (the one that almost collapses after an earthquake), enter the first room on your right; a panel in the left wall leads to a ledge with plasma ammo. On the third floor, exit through the tavern's window, then follow the ledge to a cave with an advanced combat armor (you can drop from there to secret 4). When you reach the bridge, climb on one of the slanted supports, then go through an illusionary wall to a cave with rockets and plasma cells. M16: The Reactor (1/1) 1. In the room where you get the digital palm imprint, climb on the power conduit where the guard was, crouch under the separation then walk to the core where you'll find the particle cannon and a battle dress.
M17: The Warehouse (0/0) After moving the crate, use it to reach a secret area with a ding pagh. M18A: The Sisters (1/1) 1. In the room behind the level 2 access door, go left as you enter: a secret door will open, behind which is a transporter to a disused room with a bowl of gagh and a particle cannon. M18B: The Sisters (1/1) 1.
Just before the end of the level, in the room where you find the digital palm imprint is a munitions closet; at the back of this closet is a secret compartment with a bowl of gagh. M18C: The Truth (0/0) M19: Vengeance (4/4) 1. In the northwest part of the base is a bunk room where many guards ambush you; under the lone bunk near the console that turn on the lights is a small cache. There's a secret compartment with a flask of bloodwine under the western garden; to trigger it, stand to the left of the bench, facing the door, and look up and to your right at the tower (use combat goggles): on the wall to the left of the window is a switch that you can snipe (in my version it was invisible, which added to the challenge.I was only able to find it by using the Unreal Editor).
In the big worship hall, on the wall above the altar is the Honor Guard's symbol; shoot the upper spike to open a secret panel behind the altar; you'll find an advanced combat armor there. After using the transporter in the fourth watchtower, you come to a room with a big table; one of the ledges holds plasma cells; face the middle of the rightmost slanted wall and run jump to it; you should catch a small invisible ladder near the top and be able to reach the ledge (you can rocket jump too, which is actually easier). M20A: The Gauntlet (1/1) 1.
Take the left path as you enter, and enter the first fire pit; on the side opposite the entrance, walk on the beams then take a running jump to the column; a hidden door opens to a room with ammo and a flask of bloodwine. M20B: The Gauntlet (4/4) 1. In the library (northeastern building from the fountain plaza), inspect the bookshelf to your right as you enter: a green book stands out; pushing it opens a door (be quick for it is times) to a room hidden in the inner wall, where you'll find a flask of bloodwine. Still in the library, but upstairs, climb on the armchair to open a secret door, and run through it to a room with ammo and armor. In the hall of meditation to the southwest, step into the sarcophagus after pressing the button at its back, then step on the square platform behind the sarcophagus; it will descend to a room with a bowl of gagh. In the house near the northwestern tower, a secret door upstairs leads to a corner room with advanced combat armor.
M20C: Blood Oath (0/0) Games You May Like.