18 OCTOBER 2010

Posted: October 18, 2010 in Any Game Mode, Firefight, Multiplayer
Tags: , , ,

Check in here for strategies on completing the Daily and Weekly challenges in Halo: Reach. If it’s your first time, click through the About HRD link above; and add comments below if you’ve got a good idea of your own for tackling the Challenges today.


(Apologies for the late posting today, but after yesterday’s controversy over the Pass The Rock challenge, we wanted to test these out ourselves and make sure they worked the way Bungie claimed.)


Any Game Mode


Type: Kills
Setting: Any
Difficulty: Easy
Reward: 1000

Kill 100 enemies in any game mode in Reach.

Normally, we’d recommend using a Custom Game like Gruntmaggedon (see the Game Settings tab above) for a quick and easy body pile, but since the kill-count here is so low, you’ll score it anyway just by tackling the other Challenges today. (“Covenant-cide” and “Cook ‘Em, Clean ‘Em” add up to 100 right there.)

After the drama surrounding yesterday’s Challenges, it’s good to see one that won’t require you to even pay attention.




Type: Kills
Setting: Firefight
Difficulty: Easy
Reward: 1000

Kill 90 enemies in Firefight Matchmaking.

A relatively simple Challenge that you can get just by playing enough, though you can save time using the right game mode. Gruntpocalypse in Score Attack represents your best bet, since you can dispatch the Grunts quickly and there won’t be anyone else to score them out from under you. For added fun, pretend the Grunts are all named Justin Bieber.

  • If Gruntpocalypse bores you — and how could it possibly? — any Sniperfight remains a favorite here at HRD, since the one-shot-kill on most enemies approximates the Grunt genocide with just a little more variety. In both cases, focus on headshots at all times: Firefight rewards you for medals earned, so your cRedit count will thank you for it.
  • Rocketfight remains another contender, but though you can nuke huge crowds of Covies as they spill from Dropships toward their fiery doom, the survivors will actually disperse pretty quickly, and you can spend as much time reloading (and respawning, if you’re not careful on the trigger) as you will actually blowing them up. And with three other players angling for the kills, you’ll often find your rockets showing up late to the party, so it’s really not as satisfying as you might imagine.
  • Also avoid the standard Firefights, since although they feature Ordinance Drops with neat-o weapons like Snipers and Rockets, you won’t have unlimited ammo with them; and three other players will be Sprinting for the Target Locator as well, so it’s more likely than not that you won’t be the one to score a Killionaire by bringing the thunder.



Type: Spree
Setting: Multiplayer
Difficulty: Difficult
Reward: 1000

Earn 10 sprees in Multiplayer Matchmaking.

This will be your most engaging Challenge today, and the one you’ll spend the most time completing. Sprees — five-in-a-row medals, all without dying — can sometimes be a bit tricky to come by, often depending not just on your own skill but the skill of your opponents or the skill of your teammates, or both.

The good news is that in Reach, Bungie has created a Spree medal for virtually everything. We’re accustomed to the Killing Spree and the occasional Sword or Shotgun Spree; but now there are Wheelman Sprees, Laser Sprees, Assist Sprees, and even Teabag and Rage Quit Sprees. (Though we’re pretty sure the medal for that last one is a Quit-Ban. Also, there’s probably not a Teabag Spree. Yet.)

How and where you get these Sprees depends entirely on your playstyle. If you prefer close-quarters combat, hunt out the Sword on a tight map and slash your way to bonus credits; if you like playing Infection — and *cough cough* who doesn’t? — there are even Sprees for blasting five Zombies or infecting five Humans in a row.

Just a few things to keep in mind:

  • In Objective games, the counter for Sprees doesn’t carry over from Round to Round. Thus, get four kills in each Round of 1-Flag game without dying, and you won’t score any Sprees for the match even though you went 16-0. Contrast this with an Invasion game, which has Phases set up separate and apart from Rounds, and in which the counter does carry over from Phase to Phase.
  • Some weapons will trigger two Sprees at once; for example, the Sword, Sniper and Hammer, since you’ll earn a Spree with the weapon in addition to your naked killstreak. Though we haven’t had a chance to test this out ourselves, we’re told that these twin-streaks actually earn you two notches toward your Daily Challenge, so you’ll particularly want to keep these in mind; likewise, the extended-streak awards — Killing Frenzy, Slice ‘N’ Dice, and so on — should score you and additional notch as well.
  • If for some reason you’re still having Spree trouble and it’s running late in the day, you’ve got a few more options:
    1. Hop in a Warthog with a friend — preferably one who’s a good gunner — and joyride him around while he blazes metal. You’ll be working toward a Wheelman Spree, with the added possibility of a Splatter Spree as well. Don’t do it, though, if you’ve already notched a few kills in a row: because Reach has nerfed most vehicles into rolling deathtraps, you’re more likely to get blown to bits (by gunfire, Armor Lock, a flying traffic cone) before you land a good splatter or two, and your killstreak will end in its tracks.
    2. Despite this rolling-deathtrap observation, heavy vehicles can still be good for a few essential kills before they hit the scrapyard, especially against other vehicles. Hop in a Wraith or Revenant and play it conservatively, waiting for the other team to make its rush; you’ll score single- or Double-Kills against guys on the ground, Double- or Triple-kills against vehicles, and you can even boost for splatters when the need arises.
    3. Objective games, especially those on smaller maps, can be great for gathering Sprees: enemies usually converge into clustered hot zones, such as with King Of The Hill or Oddball, making it easier to spam grenades and fire into the crowd; and enemies often become so focused on the objective that they stop playing defensively, racing out in the open toward the waypoint, and surprised when you ambush them before they get there. (Don’t go into the Hill, or grab the Oddball yourself: That’s a sure way to get fragged yourself. You’ll be trading some scoring points in the game for the chance to earn a sizable cRedit bonus by the end of the day.)
    4. Avoid Juggernaut games, however; unless you’re the Jugs himself — in which case you’ve got a great chance to Spree. More likely, though, you’ll go through the entire match without a single kill, let alone five.
    5. If you’re really desperate, head into Invasion. There’s actually a Medal called a Spawning Spree, in which you allow a teammate to spawn on you five times in a row without dying. Retarded? Yes. But it’ll notch you toward your Challenge. Just keep yourself away from the “territory” zones but in a tactically useful spot, and your teammates will thank you for it.
  • Just for reference, here’s the list of Spree types you’ll find among the Halo Reach medals. Most have three levels (5/10/15), though straight kills measure up to 40 (“Unfrigginbelievable!”).

    1. Assists
    2. Driving
    3. Grenade Stick
    4. Hammer
    5. Infection
    6. Juggernaut
    7. Kills
    8. Laser
    9. Shotgun
    10. Sniper
    11. Spawn
    12. Splatter
    13. Sword
    14. Zombie Killing

    (Note that Hail To The King, although awarded for five kills within the Hill, does not itself count as a Spree medal, and so won’t register a second point in your Challenge count beyond your standard Spree.)





Type: Kills / Jetpacking
Setting: Multiplayer
Difficulty: Easy
Reward: 450

Kill 10 enemies in Multiplayer Matchmaking while you’re jetpacking.

This Challenge is why you’ll see so many people jetpacking through Multiplayer today. If you’re a seasoned jetpacker, you won’t need any advice from here to score your kills; if you’re not, it’s still going to be easy as hell.

  • To earn the Firebird Medal — and thus notch a kill toward the Daily Challenge — you only need to be airborne from the moment you fire your final shot to the moment the game registers the kill; you don’t have to actually be jetpacking the entire time you’re in the firefight.
  • That means you can move and fight as you always do, and simply hit the jeckpack as you take aim for your killshot. (Which, in fact, is precisely what we recommend — it’s dead simple, and you’ll hardly have to change your fighting style at all.) In fact, you can even be just an inch aboveground, with barely any daylight between the floor and your boots, for your Firebird Medal to register.
  • It’ll also register with melees, assassinations, and weapons like Hammers and Swords, and with those weapons you’ll even lunge pretty much the same as if your feet still touched the ground. Again, just hit the jetpack the moment before you strike, and the Challenge point will register.
  • It won’t register, however, if you’re not actively “thrusting” when you make your kill; finish him off while you’re in freefall and you’ll score an ordinary kill, not one that makes progress toward the Challenge. So, you know, make sure you’re thrusting when you, ah, unload.
  • Since you only need 10 kills, Rumble Pit remains your best bet, since you can take them all in a single game — there’ll be that many more enemies over most Team games, and you’ll have more chance to pocket some cleanup kills.
  • Unless you’re an experienced jetpacker, avoid the larger, open maps (Powerhouse, Forge World) in favor of tighter, smaller ones (Sword Base, Zealot, Countdown), even if that sounds counter-intuitive. It’s real easy to get shot out of the sky if you don’t know what you’re doing, and a close-quarters map allows you to fight almost normally, jetpacking for a moment only as you close the deal.

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