http://users.bart.nl/~jamin
Klingon Honor Guard
He's only just finished reviewing it, but then Neil
Mohr liked the game so much he went and completed it, and here's how...
WELL you could type god into the console lots and lots, but that would be cheating.
Microprose has done itself proud with the fantastic Unreal engine being put to great use,
placing you in the shoes of a trainee Klingon honour guard.
Being a Klingon is tough and some of the missions require more than
just brute strength; they require a little planning. A couple even throw in tight time
limits so a worked solution would come in helpful wouldn't it? Well here you are, all 20
missions done and dusted. So pop on your best spiked boots, go save the honour of the
Empire and then we can sing some songs about it afterwards. Well it's better than singing
about gold (<I>Well quite - ed).
Know your weapons
D'k Tahg Knife
In the first few mission you are going to have to use your knife to good effect. It's best
thrown and you can manage to get instant kills. Just remember to retrieve the knives
afterwards. Shooting them down can retrieve any knives stuck in walls
Bat'leth Sword
This is a smart powerful hand to hand weapon, if you can creep up behind people head and
neck hits will kill them in two blows. Just as deadly when thrown. You can get opponents
to switch to close range weapons by running up to them
Disruptor Pistol Standard sidearm
Rubbish, use it to open crates and warm up your feet. At the start you have no choice but
to use it. Use the secondary fire to get rid of Klingons faster, always let your gun
charge back up before running into new rooms
Disruptor Rifle Rapid fire gun
I virtually never used this gun at all firing it is a waste of Dilithium cells in my
opinion. These are best saved for the gun below. Again use the secondary fire to mow
through your opponents faster
Bach'Hich Assault disruptor
Now we're cooking with gas. The secondary fire kills instantly but eats through the cells,
watch out for the annoyingly long reloads. To avoid reloads switch between the alternative
fire modes, two shots of the primary fire mode kills most Klingons
Ding-pach Spin Claw
Use this all the time, probably the best all round weapon, particularly one on one. Use it
to clear rooms. Quickly open the door then back off, keep left clicking to send the claw
back to the door to kill anyone coming out. Even kills captain Klingons in one go.
Practice makes perfect. For end of level bosses use the secondary fire to explode the disc
in them.
Grenade Launcher
You get one of these about half way through, use it against the end of level bosses, but
try not to blow yourself up. Clear rooms and corridors, handy for firing around corners,
but the long time delay limits it combat usefulness
Trilithium Rocket Launcher
A huge humping rocket launcher; you can even rocket jump with it! Save this for later on
in the game particularly the last five or six levels and, again, don't blow yourself up
with it. As in Quake, aiming at your opponents' feet pays dividends, if you don't get a
direct hit you can still inflict blast radius damage
Sith Har Blaster
Head shots with this really hurt, but obviously are tricky. Use it to snipe guards along
with the combat goggles. The secondary fire is really a waste of cells, it eats through
cells far too quickly
Particle Dispersal Cannon
I never used this weapon once in the game, it may be good for clearing crowds but then you
could just use the rocket launcher. Be careful using the secondary fire as you can easily
get dragged into the vortex
Mission One: The Battle of Tong've
This opening mission provides more of an introduction to the game rather than a full on
complex mission. Even though you do get orders at the start, to disable a power station,
or something, you can ignore these as you get interrupted half-way through anyway.
So unless you fancy getting some D'k Tahg practice you will probably
want to take the quickest route to get things over and done with. Head down the passage,
go round to the left, run straight ahead over the lava and follow the passage upwards. The
simulation will end and you will appear back on the holodeck, now you know how real those
things are.
Just remember that you start the next mission with whatever you ended
the last with, this includes the amount of health you have as well.
Mission Two: The Assassins
Your first real mission and your first real test as a Klingon warrior. Time to get to grip
with your weapons as the start can be a little tough. Enter the house you see at the
start. As you enter the door, the two Klingons playing a few drinking games won't see you.
Take one out with your D'k Tahg and switch to the disruptor pistol. Two more are around
the corner, so do the same with them.
Out the back door you can see three dead Klingons, a very hard to kill
robot is above but don't bother with it. You task is to kill <I>all<D> the
Klingons. Head out into the main street and clear the three buildings you can see. Along
the way you will find a disruptor rifle and the switch to open the sewer entrance.
Polish off the remaining Klingons in this area then head down the
sewers. The fans you come across are deadly, but you can shoot them out. Behind one you
will find a switch, the others have goodies to collect.
Watch out for the big fish, they are easily dispatched and find a
ladder. Use this to enter the Klingon base. Make you way across the room with the stairs
and activate the switch you find. Retrace your steps to find a new set of stairs.
Go outside and edge around the building's ledge to get access to the
locked room and get the palm print. Return to the room with the stairs in the middle and
head up and around. Find the palm print lock, but clear out the other rooms first. A
switch found in an outside room close by opens the final locked door. Check the computers
in the control room to finish the level.
Mission Three: Rure Pente - Part One
Get your woollies on as it's ice planet time, where captain Kirk was imprisoned in the
Undiscovered Country for you sad Star Trek freaks. The start is pretty straight forward,
the big snow monsters, Ro'peD, can be taken out with your D'k Tahg to best effect. Make
your way through till you find the small stream.
Head to the box and the floor will collapse, when you reach the large
river. See off the Ro'peD and edge to the river. Look up and shoot the oddly shaped snow
blocks above to make a bridge. Cross and stand on the end block of ice to float down the
river, and get ready for a big fight.
Clear out the tower and grounds and do the two switches in the room
with the remote camera. A secret door will open in this room, go up the stairs and get the
armour that will protect you from the cold and head for the underwater exit to the left,
along the way watch for the secret area in the left wall below you.
Mission Four: Rure Pente - Part Two
The start is as straightforward as the first part of the mission. Things to look out for
though are Andorians and the blue crystals. The Andorian miners will not attack you unless
you attack them, and they will even attack Klingons who hit them. The large blue crystals
are explosive and can be used to kill opponents. Nearby crystals will set off a chain
reaction.
When you get to the mine carts you just need to trigger the cart
switches to progress along the mine. Look for the secret door in the first control room
you get to, found in the corner, and the secret cave at the bottom of one of the lava
pits.
As you approach the third cart drop off you pass a large hole in the
wall on your right. You need to jump over to this to get an access card; jump out of the
window when you have it. You should take out the guards in the far cart before you cross
over.
Mission Five: The Prison
Out of the frying pan, into a prison riot. As you start, a fight breaks out on your left,
leave them until only one is left standing and claim your first Bat'leth. Your main aims
at the start are to locate the switches in the central towers in the next three areas. In
the second area watch out for a low hole in one of the cells for a secret passage, your
first Lethian kills are in here.
The third activates a lift that takes you onto the higher platforms.
Make your way around and spot the switch in the second area on the left, keep going back
to the first area to the lift in the corner.
Find the room with the lift in the middle to reach the upper level.
Follow the corridor round till you find the interrogation observation room and do the
switch to open the interrogation room itself. Get in there and get the pass, carry on down
the passage and go in the key card locked room and trigger the switch. Go out and carry on
down the passage to end the level.
Mission Six A: The Warden - Part One
Go through the first door and kill the guard. Look out through the three locked security
doors; you should see the three red switches at the end. Shoot the middle one four times,
progressing forwards to get out.
Head down the passages, taking the guards out as you go, and watch out
for a flying bot that fires rockets. At the end is a bar packed with guards so watch
yourself, clear the bar to get the palm print and carry on through the previously locked
door.
As the lift rises check out the secret room on your right. At the top
of the lift go straight on and empty the big room you come to, up the ladders on the
right, switch on the right, through the new door, up the lift and do another switch, exit
the room and go back out through the door on your right.
Follow the passage round which involves rather a large number of
fights, enter the guards' room at the end to get access to the exit.
Mission Six B: The Warden - Part Two
Make your way around the courtyard' taking out all the beasts and guards. The last guard
will drop a palm print opening the final door. Once you have accessed the inner chamber do
all the switches and go for the centre platform, watch out for the one final guard in the
corner.
At the top of the lift get heckled by the warden and get your throwing
knives ready to take out some Ro'peD. Head up and get a gun ready to take down a couple of
guards, around the corner are even more so get a bigger gun ready. Pick up the genetic key
in this guard room to open the locked door.
Run up the slope to meet the warden who is easily dispatched, to
complete the level just wander up to the console with the honour guard logo.
Mission Seven A: Qualor II - Part One
At the start take the roaming Nausican out with a Bat'leth throw and lure the second one,
on the bridge, down to finish him off. Go in Harry's and kill the Andorians, one to the
left, one behind the explosive box at the far wall and two above. Collect the combat
goggles at the very top of the building.
Check out the small bar next to the car at the start for a panel behind
the bar with some armour you can have. You want to head over to the shop on the other side
of town at the back of which is a secret door, hit it to make it open, pick up the
Ding-pach before you go. Enter the sewer and walk down the slope into the large main
sewer, go right and down into the large slime-filled pit. Watch out for them big fish.
Flick the switch at the bottom and go round to a very large room. Pick
off the Andorians and get the armour suit from the middle, head back outside to call the
train and finish the level.
Mission Seven B: Qualtor II - Part Two
When the train stops you can simply wait until it sets off again and not bother taking out
the two guards. A bit un-Klingon I know, but there you go. Don't be in too much of a rush
to jump off the train, as about six or seven Andorians are waiting for you. So pick a big
gun, take a deep breath and go slaughter the lot of them.
Take your time hacking all the crates to bits; the one on a big crate
has combat amour in it. You leave this area off to the right, use the Ding-pach to clear
rooms. When you go up the lift use it to clear the crowded corridor, crouch down and fire
it to clear the sentry guns.
As you leave the end of the corridor a guard room is to your left, go
round past this and head right (watch out for the sentry guns in the dark on your right),
to a room guarded by two Nausicans. In here is a com terminal that briefs you on the next
part of the mission.
Grab the key next to the com terminal and head through the locked door.
Use the combat goggles to take out the sentry guns and guards in the following rooms. One
crate has a super damage power up, grab this and rampage to the end of the level.
Mission Eight: The Space Station
Smash the crates behind you to get some armour. To unlock the door, go up the lift and
activate the switch. Before you leave the hangar check out the other container for some
goodies but ignore the first crate on the right.
Head out of the hangar - on this level you meet enemies who beam in, so
watch your back. This next room gives you your first taste, so get your assault disruptor
ready. Head out of the room round to the right and enter the first door. Clear the room
and corridor beyond; in the end room you get a palm pass.
Head back and carry on down the passage to the palm pass locked door. A
number of turrets are in this room so use your combat goggles to good effect. Grab the
grav boot on the gantry before continuing through.
Kill all the guys in the container room and climb up to the vac suit
your can see on the boxes. Where you entered there are two ladders that lead to the upper
level. As you walk along this top level a bunch of Lethians will beam in, but you should
be able to beat them to the air lock.
You are now on the station metal hull. If you float off, use the
assault disruptor as a jet to blast you back to the station, Newton's laws of physics and
all that.
You need to wander to the opposite side of the station so trudge round
taking out turrets and guards as they appear. On the far side, enter and drop down to go
through the small exit. Before you do, detonate one of the bombs and slowly make your way
through.
Find the hangar and go up to access the switch and head back to the
locked door at the end of the corridor you were in before. Go through the genetic key door
and make your way around to a higher room; a switch opens the locked door below.
Go across the power core room out the opposite door. This ends at a
control room with one final switch, exit and go up the lift at the bottom of the slope you
walked up. Walk out and across the outside of the station to the door in the opposite
pillar.
Mission Nine A: Thress - Part One
From the start head for the casino, at the top is a captain with a key card you need.
Enter the door to the right of where you started, a locked door is inside. Go up, kill
everyone and activate the switch you find.
Exit to the left and go through the now opened door. Head past the
other casino to the two doors, take the right one. Clear the room you reach and use the
camera panel to get a mission update.
Head back to the casino you passed and get to the top. Go to the only
open door, go through the room to a captain, kill him to get a palm print. Leave and go to
the locked palm door. Enter and go to the left (a grenade launcher is off to the right)
and go right through to a switch that opens the final locked door.
Clear the final room and lower the bridge. Cross and clear the final
two rooms, left for the switch and right for the command centre. Exit through the door off
to the left.
Mission Nine B: Thress - Part Two
Head round the side corridor until you kill a guard with a pass card. Go to the central
room and activate the switch/trap. Kill the robots that appear, grab the vac suit, head
back to and clear the airlock of enemies. Clear the main ship area of enemies and go to
the room on your left to quickly finish the level.
Mission Ten: The Kor-van
Heads up, as you beam in you must kill the operator straight away. Leave the transporter
room and enter the first door you see. Kill the people in here, drop down and enter the
torpedo room to claim your pass card.
Head back through the port side of the ship, clear out the engine room
and get level two access from the room at the back. It is worth clearing out the other
engine room as a very handy secret is behind one of the pillars.
Go up to engineering and clear that of unwanted people, only one open
door takes you through to a switch that will deactivate the force fields. You next need to
clear out this area of the ship room by room till you get to the secondary helm.
You can then head back to the new door that has opened in main
engineering. Head left, the first door you come to that leads out into space so get the
mag boots and vac suit. The airlock you are looking for is on the left upper side of the
ship; enter here to meet the end of level boss. I suggest you use the grenade launcher on
him. There are other airlocks and parts of the ship but this is the one you want.
Mission Eleven: Rendezvous
Exit the shuttle and kill the guards in the dock area, there is plenty of disruptor ammo
so that is the weapon of choice here. Find the switch under the walkway to activate the
lift and go down. You need to clear both the side areas before you can continue; the long
one has a switch at the end, the other you get to collect a pass card.
Carry on to the new section through the middle door. Head left and in
the end room is a switch. Activate it and go the other way down the corridor, through the
door to the left. Keep going and head down the lift you come to, go straight across though
the medical room into the first engine room.
You need to clear the end room first, then clear the bottom part of the
middle engine room. Get into the top of the middle engine room by walking along the raised
power conduits - as you reach the centre junction two robots beam in so watch out for
that. Jump over to the gantry and clear the guards, flip the switch and place the last
bomb.
A guard will beam in, kill him to get the palm key to the closed door
outside of the engine section, that completes this level. You will come across a
transporter that takes you to a large section of the bird of prey. This is a secret, but
is not necessary to complete the level.
Mission Twelve: The Fek'lhr
At the start, head left and keep up against the wall to avoid a booby trap. Follow the
corridor around till you see a Klingon trying to enter the key-locked door. Get the card
off him and go in the locked door to get the first boom.
This opens all the transporters. Head to the lift in the room you came
from but clear it of those horrible scorpions first. Facing away from the lift as you come
up, go right through the unlocked door and go in the first door you come to. Go through
the far room to collect the palm print.
Leave the medical room and head right to a transporter room; keep
transporting till you get to a three door room and go through the left room. Head straight
across the room you come to and find the airlock, collect the vac suit and mag boots. Go
out and do boom number two down to your left.
Head back to the three room transporter, go through the door opposite
the transporter, drop down the lift, go through the locked door and do the final boom to
finish the level. That level took me ages to figure out by the way.
Mission Thirteen: Krax
Basically this is a kill everyone mission (aren't they all?), but I'll show you the
quickest route. Open the door and watch the guy blow up on your left, then get the grenade
launcher that is hidden directly below you. Take your time going up the corridors as they
are crawling with Klingons, take the right branch and keep on going.
When you reach the transporter room, the next room around the corner
has a secret that leads to an antigrav belt. The door at the end of the corridor leads to
a blackened room - don't go in, use your spin disc to clear the room, particularly the
robots.
Switches in the far corners will turn the lights back on. Drop down to
the next level and use the lift. Be careful making your way around the central area, fight
your way to the door in the opposite side and take the lift up to face the end of level
boss. I suggest you use grenades and the anti-grav-belt.
Mission Fourteen: Praxis
Head through to the main complex and up the lift where you see that a doorway becomes
blocked. Go right down the passage, a switch here will open the blocked doorway. Make your
way back and crawl under the girder.
Make sure you get the switch on the left of the cargo room and kill the
other Klingons. Head out of the bay to, go right, collect a pass and run back round to the
locked door. Deactivate the final security screen and run out to the left of the locked
door. Head straight for the central door that ends with at a lift.
Take the left room to get level two access. Go through the newly opened
doors and find the room with an Andorian to get the palm pass that opens the locked door
around the passage. Make your way all the way through to trigger two switches.
Head back around to the newly opened door and go destroy the control
room. Once done, go back down the lift and head right to the red lit doorway to finish the
level.
Mission Fifteen: The Crew Complex
Head through the caverns and get to the guard house on your left when you get into the
open. Head left around the main complex and go in the first door you spot on the right. Go
to the door in the opposite corner and find the locker room to get a key card. A room
packed with Klingons has a secret in the decorated end room.
Head out and find the locked door with the lift that takes you up.
Follow the walkway all the way round, crawl under the blocked door and claim the cipher
key. Deactivate the force field and go through the locked cipher door.
At the top of the lift clear the passageway and get to the room with
the palm print key. Retrace your steps and go through the shield door you turned off. Find
the palm locked door round to the left and head up. Lower the bridge and head for the door
on the right.
Check the secret under bridge, before flipping the switch on the other
side of the transporter and then end the level through the newly opened door.
Mission Sixteen: The Reactor
Snipe a couple of Klingons before turning around and making you way down to the reactor.
Find the switch in the first room before running off. Go all the way to the glowing
reactor room, flip the switch in the little corner room, go back up and do all four
uncovered switches.
This reveals the reactor lift with the grenade launcher, carry on down.
Before heading to the reactor grab the vac suit and flip the switch in the control room to
open the door. On the other side look for a Klingon up on a red beam, kill him to get a
palm print. Find a secret at the reactor end of the beam. Carry on down, ignore the robots
and just run (<I>For a Klingon you've got a definite yellow streak Mr. Mohr -
Ed<D>).
Once down the ladder you need to watch out for Lethians as they are all
over the place. Climb up and enter sewer one, there's one in here for starters. Swim along
till you come out in a vat, get round to the control room and do the switch, note the lock
on the control panel.
Go back in the vat, the way you came, spot the exit above your head in
the sewer. Follow this and come out into a Lethian inhabited room. Get to the second
switch, kill the Lethian and get his key. Climb into the sewer and return to the control
room to do the lock on the control panel.
Come back and head on down, if time is short just run past everyone. Go
to the far side of the reactor and do the switch. Come out, enter the reactor core and
find the switch. Head to the door you passed to exit.
Mission Seventeen: The Warehouse
The missions are getting more and more straightforward, but much tougher. On this one
expect to run into a lot of opposition so take your time and use the boxes for cover. The
beginning belies just how hard the rest of the level is.
When you come out to the open warehouse don't be in too much of a rush
to get down there. You can pick off many opponents with your combat goggles from where you
are. Even so, when you do cross to the other side, plenty off Klingons will be waiting for
you. Run over to the other side and up the ladder, flick the switch to start the crane and
open the exit.
Go through this and make your way around to the cargo transports, jump
in there and get the palm pass, head back out around to your right and go up the ladders
you find on the far right of the cargo bay. Go through the final lift and watch out for
the grenade throwing Nausican before the end of the level.
Mission Eighteen A: The Sisters - Part One
From the start you need to head down and out where you come out under the Bird of Prey. Go
right until you come to an entrance leading under the landing pad. Follow the passage
round to the left, until you come to a control room. The switch grants level two access.
Continue until you come out the other side and go right to the back of
the landing pad - a door has been opened. Go up the lift, at the back of the room and
follow the passage until you come to a room. Go in the transporter and get the card key.
Head back out and go through the nearest landing pad tunnel, you can
now unlock the first door you come to. Activate the landing pad lift from this room, go up
the lift and get the palm print.
You need to head back to the transporter room, but keep on going down
the long passage, watch out for a Lethian. Find the switch in the end room to get an
access bridge to climb on the Bird of Prey. Find the hatch farther down the wind, go in
and deactivate the shield blocking the exit. Drop down and enter the Bird of Prey.
Mission Eighteen B: The Sisters - Part Two
Time to get motoring through the Bird of Prey, find cover quick and clear the small cargo
bay. Find the switch to unlock the two end doors. Go through and enter the torpedo room,
load the torpedo then stand where it was to crawl though and find a switch.
Head out and up any of the two ladders. Go round to the far end door,
you pass a room full of goodies so collect them on the way. Go through and down the left
branch. In the next room go for the far right door and up the ladders in there.
This gives your access to the auxiliary bridge where you can claim your
key card and get access to the right branch you have wandered past. Find the transporter
room on the new level and unlock the prison cells to get the genetic key.
Head up to the final level and find the room with the switch to get the
palm key, check out the store room at the back for a secret hoard of goodies, leave to
exit the level.
Mission Eighteen C: The Truth
Just a quickie with the ever so lovely Duras sisters. Take out the two grenade throwing
Nausicans then you can concentrate on the sisters. The best tactic to use is concentrate
on just one, my tip is to fire your spin disc into her then detonate it with a right
click. A few more rocket shots should get her to surrender almost immediately.
Mission Nineteen: Vengeance
I hope you've got a fully juiced up stealth suit in your backpack, have I told you to use
it?. At the start snipe the two guards patrolling the upper walkway, use the combat
goggles and blaster. Go through the big doors and take down the two guards, activate and
cross the bridge.
Get ready to turn on your stealth suit at the end of the first
corridor, go left, right and follow the passage all the way round, until you have passed
through the mess hall. You can turn off the suit once through. Drop down to the big hall
and cross to the other side, ignore the blokes at the end.
Find the room on the far side with the gold box, shoot the switches
until the front opens try right, left then middle. Get the palm print and go to the other
room and open the locked door and go up. Head right till you come to the big courtyard and
get ready for a big fight.
Kill everyone then press the two switches and the statue lifts up. Head
on down through the new exit for an Indiana Jones style bunch of tests. When you reach the
corpse turn around and poo your pants at all the scorpion things, kill them, kill them
all.
In the next room the faces with open mouths are trap doors so jump over
them. The next room you need to jump from pillar to pillar, so save the game first, or
just fly over to the other side you dirty cheater. The final room is guarded, so chuck a
grenade round the corner. Crossover the blocks with closed mouths.
Trigger and cross the bridge, a really big short cut is to rocket jump
the bar blocked doorway then follow the path around and up the slope on the left. The
proper route is to clear the room on the left. The oldest Klingon has a key card, get it
and cross back over the bridge and through the big double doors.
Follow the obvious path and once in the statue room stand on the four
blocks in the floor by each statue. To access the next section find the pool and swim
through to a training room packed with Klingons, rockets are a good choice. Head out
around to the left and up the slope.
Once through the transporter find the room with steps in the middle,
climb down and find the door behind them. At the end of the long corridor if you have
plenty of stealth suit you may want to consider using to finish the level as its very
tough fight from here to the end.
Mission Twenty A: The Gauntlet - Part One
Time to stop messing around and take killing seriously. Even though this may look like
your original training mission, the actual caves and enemies have been radically altered.
The fact that there are no Tar Chop outside should give things away.
Heat up your rocket launcher and head down into the caverns and round
to your left, head over the lava and watch for the four guards round the next corner. Go
straight across the crossroads and enter the cavern where the Klingon is killed.
This cavern is filled with Tar Chop, those horrible scorpion things.
One is in the box to your left with the inviting Dilithium cells. A bunch are hiding round
to the left of the cavern. The key card is under the hole on the far side of the cavern.
This hole is swarming with Tar Chop, take your time to flush them all out, or you could
fire a few rockets and make a dash for the card that is hidden under the green health
pack.
With the card, head out left and take the left fork (you can jump
across the middle of the crevasse for a short cut). Head left and keep going through the
lava filled cavern. Open the security door and go through to the end lift.
Mission Twenty B: The Gauntlet - Part Two
If you don't know what you are doing this level is a complete nightmare, but as long as
you take the right path things should turn out fine. You need to trigger switches in three
of the four corner watchtowers.
To get to the first one run out and straight across the square you come
to at the start. Keep going past a locked door on your right and enter the next door to
the left. Head up the stairs and double back on your path. You should cross over into the
locked building.
Head through the upstairs section until you come out overlooking a
courtyard, you should see the first tower. Get over there and trigger the switch. Looking
out of the tower you need to go through the far door to your right, and head back into the
first building.
As you go up the stairs there is a door to your left, go through it and
sort out the switch in the next watchtower. Again head out of the right hand door, keep on
going and the next big door will open for you.
Next corner you do the same again, but this time you get access to the
geo-thermal plant. Make your way upstairs and find a lift. Down the lift you will find the
power plant. You need to fight your way around to the back and deactivate the shields.
Once gone go in and trigger the power plant's destruction.
Mission Twenty C: Blood Oath
Hey, it's the chief of all chiefs, the head Klingon and he's just waiting to shove a
rocket up your bottom. So don't just stand there give it to him, before he gives it to
you. Well that would be the plan, but the cheating git nicked all your weapons by
restarting the holodeck program.
If you set a quick save game, press F6, as soon as the level loads, you
can restart using F7. By doing this you won't be stuck at the beginning as normal, so at
least you get a bit of a head start. Run for the ramp off to the left, don't bother
getting any weapons yet, you won't make it.
Take you time and try to grab the rocket launcher and spin disc when
he's on the other side of the arena. Explode the spin disc in him and leather him with
about six rockets to finish him off. It's easier said than done. With him out of the way,
you've completed Klingon Honour Guard.