07 NOVEMBER 2010

Posted: November 7, 2010 in Any Game Mode, Campaign, 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.




Any Game Mode


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

Kill 90 enemies in any game mode in Reach.

Take on this one last, and you probably won’t need to pay attention to it at all; you’ll almost certainly blow right past 90 while wrapping up the rest of Dailies, so there’s no point repeating your efforts.

If you still have a handful of stragglers — which would be an accomplishment by itself — basic Matchmaking will likely be all you need, though you can just as easily load up a Custom Game to Grunt your way through them. Check out the Grunt Game Settings standing link at the top of the page for instructions, including a link to a Custom Game already set up for you.




Type: Assists
Setting: Firefight
Difficulty: Grind
Reward: 1000

Earn 10 assists in Firefight Matchmaking.

Finally, Bungie recognizes that Firefight Assists are much harder than they look: earlier in the week, the Challenges awarded a can’t-even-buy-a-cup-of-coffee 400 cR for 20 Assists; today, they award 1,000 for only 10. Cheers!

  • Though that makes the Challenge more worthwhile, however, it doesn’t make it any easier. The problem: most Firefight enemies — Grunts and Jackals — go down so easy that it’s difficult to coordinate an Assist without killing them outright. Even shattering a Jackal’s energy buckler with a plasma burst won’t register, since it’s not calculated as actual “damage” to the enemy.
  • Complicating matters is that there are so many of them — an Assist requires at least 40% damage to the target’s combined Shields and Health, and then for a teammate finish the kill within five seconds of your last strike. With Covies swarming the map, it’s unlikely an ally will be firing on the same one at the same time as you.
  • When tougher enemies do arrive fashionably late, they’re often too few or too resilient to rack up too many Assists. A Hunter, for example, often involves all teammates ripping into him at once, making it less likely any single player will strip off more than 40% before the beast goes down.
  • Brutes represent more solid candidates for Assist-farming: a steady DMR stream will remove their helmets, setting them up for a teammate’s coup-de-grace. The problem isn’t so much that the Brutes don’t know how to put their helmets back on; it’s that most don’t carry regenerative Shields, so you won’t know how much damage one’s taken already. Plus higher-ranking Brutes require more setup, so it’s difficult to gauge when you’ve crossed the 40% mark.
  • With all that in mind, your best bet remains to target Elites, crashing their Shields with an overcharged Plasma Pistol for a teammate to close the deal. Elites — while otherwise remarkably crafty — for some reason stop and howl like a drag queen who’s lost his wig when their Shields go down, giving an ally an easy headshot.
  • The problem will ease up once the Mythic Skull turns on, since that doubles enemy health, including for even the lowliest DMR fodder; but — since they don’t have regenerating shields — it’ll still be difficult to gauge when you’ve peeled a Grunt or Jackal by 40%. So, better to keep steady with what’s worked for you, rather than try to shift strategies in the middle of the match.
  • Tip Of The Day

    You can also steal cheap Assists throughout the match by targeting the Phantom’s main gun: taking it out registers as a kill, so damaging it — a single sniper shot, or several with the DMR — will generate an Assist; you can even take care of it as the Dropship approaches, before it empties its troops, so you won’t have a Wave of Covies firing on you. With three Rounds of play now in Firefight, that’s 30 Dropships; more than enough to notch the Challenge.

    And, by all means, go in with a partner if possible; coordinating with a friend will cut down on both your Challenge times, taking turns flashing an Elite’s shields while the other readies a headshot. It’ll be the one time when the Firefight playlist actually becomes cooperative.


    Special Enemy

    Type: Kills
    Setting: Multiplayer
    Difficulty: Easy
    Reward: 1500

    Kill 45 enemy leaders in the Campaign today.

    Get ready for the smell of napalm in the morning: If you’re not familiar with the Target Locator on the Campaign’s ONI Sword Base mission, simply click on our Owning On ONI standing link at the top of this page for a step-by-step guide to Halo Reach’s new Red Ring Of Death, complete with a YouTube video walkthrough.

    Turn on the Thunderstorm Skull ahead of time, since that’ll upgrade your enemies and slot more of them into the Leader class. You’ll register about 3-4 Leader kills with each airstrike, so the whole Challenge should take all of five minutes. And, as an added bonus, your new pocketful of Killionaires will take down today’s Blastin’ And Relaxin’ Challenge too.

    Or, if you don’t like the stigma of naked cRedit boosting on ONI, you can load up just about any level that features a Rally Point Bravo; the game stacks most of its Leaders at the end of the missions, and with Thunderstorm on you’ll have more than enough to pick and choose from.



    Single Match


    Type: Headshots
    Setting: Multiplayer
    Difficulty: Hard
    Reward: 1200

    Kill 10 enemies with headshots in a Multiplayer Matchmaking game.

    By far the most difficult Challenge of the day, since it requires you to complete it in a single game, with your counter reset at the beginning of each new match.

    • Only four letters really make a difference here, and they’re spelled SWAT. Bungie has been kind enough to make this its own playlist for the laggers and aimbotters among us, since both the DMR and Magnum can take out opponents with a single headshot no matter what kind of fantastic armored-helmet-from-the-future they happen to wear.
    • In fact, your biggest obstacle in SWAT — apart from people shooting you in the back of the skull — will be to rack up the 10 headshots before the game ends. SWAT matches run to 50, and if you’ve either matched against a particularly good team or with particularly good teammates, you could find yourself short of the bonus just as the score tops out. If that keeps happening, recruit some friends so that you can coordinate your efforts; you can even work in pairs, with one of you providing distraction while the other zeros their visors.
    • While it’s true that other playlists with higher score thresholds or objective-based completion might give you more time to run up your headshot count, they require some coordination between taking down an opponent’s shields (melee, Plasma Pistol, etc.), then swapping out for a headshot weapon before an ally takes the kill or an enemy targets you. So, if you’re not a SWAT fan, take a friend into Big Team Battle or Invasion (the headshot count will carry over from round to round) and work together to register your kills.





    Type: Multikills
    Setting: Multiplayer
    Difficulty: Grind
    Reward: 2000

    Earn 45 Multikills in Multiplayer Matchmaking this week.

    Okay, relax. This isn’t as hard as it sounds: If you started on Monday, then you need to score only seven Multikills per day, you’ll still wrap this up with half a day to spare. You’d run into trouble only if you left this until the end; and considering that previous Challenges have required you to score seven in a single day, this isn’t much more than a fifth Daily Challenge, with the payout postponed till the end of the week.

    If you’re starting today, well — you’re one of the people who left this to the end. (The Challenge expires tonight.) Yes, you’ve screwed yourself by waiting, but it’s not off the charts either — it’s a Sunday, you’ve got all day, and watching football won’t earn you bonus cRedits. Just get on it, stick to it, and you’ll make it into the end zone. You’ve got to score 90 kills for one of the Daily Challenges anyway, so why not make them all Doubles?

    • Spend most of your time in Rumble Pit. More enemies on smaller maps = more Multikills.
    • Vote for gametypes on small, tight maps that encourage enemies to converge into single flashpoints: King Of The Hill and Oddball, for example. Spam grenades into the hotzone, followed by DMR or Magnum headshots and the occasional coup-de-grace melee rush. Avoid the area yourself, however; no sense adding your corpse to the fiesta.
    • Juggernaut represents a mixed bag: If you’ve got the Hammer, you’ll have an excellent opportunity to skullcrush your way to multiple Multikills. If you’re not Jugs, you won’t be able to score any. Seek out power weapons like Rockets that can deal massive damage to the Juggernaut from a distance; and even without them, steer clear of close-combat to nickel-and-dime your target from range — if you’re lucky, you’ll score the last shot, and get the Hammer for your efforts.
    • If you’re not having much luck in the Pit, get with a friend and head into Multiteam; it’s like Rumble Pit With Partners, and your enemies usually travel in pairs, making them choice Double-Kills. Coordinate with your teammate: team-shoot one enemy, then whoever doesn’t score the final shot can melee or plasma-burst the second, setting up a Multikill.
    • Big Team Battle and Invasion also offer prime Multikill targets: a vehicle with passenger, or a pair of enemies in the unlock zone of an Invasion phase, for example. Your main problem will not be enemies, but allies: with so many players on each side, you’ll have considerable competition to actually score the kills.

    NOTE: Unlike some other Multikill Challenges, chaining Multikills together here WILL register multiple points on your Challenge meter. The coding counts Medals, not actual kills; so, while a previous Overkill didn’t register a second Double-Kill Medal — and thus counted as only one point for the DK Challenge — this Challenge registers ANY Multikill Medal. This means a Double-Kill that stacks into a Triple-Kill and eventually an Overkill nets you three Challenge points, not just one.


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