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.



Screenshot Of The Day today courtesy of xDawnxOfxAshesx, in an image that he titled, “Enter The Abyss.” Yikes — no thanks!! I’ll stay right here, okay? Everyone else, click to enlarge!

Send your screenshots to, or just make a file recommendation to us on XBox (Gamertag: Ender Xer0, with a zero), and we’ll take care of the rest. Remember: we’re not looking for Forge art or pix from the Internet; it should be a screenshot of YOU!


  • TYPES: Kills, Killstyle, Special Weapon
  • SETTINGS: Firefight, Multiplayer
  • TOTAL TIME: 60-80 minutes
  • AVERAGE VALUE: ★★★★☆



Type: Kills
Setting: Multiplayer
Difficulty: Grind
Time: 40-50 minutes
Value: ★★★☆
Reward: 1250

Kill 75 enemies in Multiplayer Matchmaking.

A basic, straightforward Challenge; how long it takes simply depends on which playlists you prefer and how good you are at them. So, our standard recommendations:

  • Your best bet remains Rumble Pit or Multi-Team, since the kills come fast and furious and you don’t have to worry about K/D — both the game and Challenges only count kills, not deaths, so trading one-for-one with double-melees will rack up points while scattering your own deaths (more or less) among the other players.
  • Most Pit and M-T Objective gametypes (King Of The Hill, Oddball, etc.) also usually increase your kill-count, since they concentrate combat into small zones, making it easier to spam grenades, death-blossom your Assault Rifle or pickpocket kills from a gunbattle between other players.
  • However, skip the Pit’s Juggernaut — a low-kill-count option that can leave you with no points at all.
  • For a change of pace, head into the Team Slayer playlists (Slayer, Swat, Snipers), but avoid Team Objective, since games usually take longer and generate fewer kills.



Type: Kills
Setting: Firefight
Difficulty: Easy
Time: 10-20 minutes (Concurrent with other Firefight Challenges)
Value: ★★★★★
Reward: 1000

Kill 90 enemies in Firefight Matchmaking.

Move along. Nothing to see here. These aren’t the Grunts you’re looking for.

Your chance of fumbling this Challenge while at the same time scoring Blast Radius and Pink Mist (see below) — which themselves account for two-thirds of this one, not considering the other Covies you’ll dead-book along the way — probably ranks somewhere between absolute zero and bullshit-no-way-you-boosting-haxxor. But, if by some stroke of lightning, you still have points left to register here (and if you do, you’ve just blown your karma on Halo instead of a lottery ticket) then simply fire up another Gruntpocalypse in Score Attack for what’s left.



Special Weapon

Type: Special Weapon
Setting: Firefight
Difficulty: Grind
Time: 10-20 minutes (Concurrent with other Firefight Challenges)
Value: ★★★★★
Reward: 1400

Kill 20 enemies in Firefight Matchmaking with grenades.

Still not much to say here; you’ll snag this at the same time that you work on Covenant-cide and That Pink Mist: Load up Gruntpocalypse in Score Attack on a smaller map (Courtyard, Corvette), since it’s easier to nail the waddlin’ tykes while they’re still in a spawn pack. Also regularly farm some Plasmas from the battlefield between Waves or during a break in the action; otherwise, you’ll be left with only two standard grenades to do your fragwork.

We haven’t yet tested out whether a recovered Plasma Launcher will register grenade kills, but really it won’t matter: you can die with regularity or reload a new match as often as you like and it won’t make a difference to your Challenge count. Besides, we here at HRD have never been able to figure out that damn thing anyway, and even Auntie Dot thinks it’s weird.



Special Weapon

Type: Special Weapon / Killstyle
Setting: Firefight
Difficulty: Grind
Time: 20-30 minutes (Concurrent with other Firefight Challenges)
Value: ★★★★★
Reward: 2000

Kill 40 enemies with a Supercombine from the Needler or Needle Rifle in Firefight Matchmaking.

Of the three Firefight Challenges today, this one’s the real pain in the, uh, forehead (hi, Kat!) — meaning it’s the one you’ll concentrate on as the others come along for the ride. Because of that, we’ll go into a bit more detail, so pull up a chair.

OK, the Needler: An an unusual weapon ever since designers buffed it for Halo 2, with a Supercombine effect from needles microbursting after they strike; pin enough into a target, and the burst sets off a chain reaction for an instant-kill explosion. At the same time, though, this only works if enough hit before the first burst; stagger your shots, and you can empty an entire clip without ever triggering critical mass.

The effect also works differently on each class of enemy. Six needles will Supercombine a standard Grunt or Jackal; but Elites wear shields, so it requires seven to strip their protection before six more take them out. (And let’s not get started on Hunters.) But at the rate the needles fire, it’s not like you can really keep count anyway.

The DMR Wannabe.

The Needle Rifle, meanwhile, Supercombines after only three shots against an unshielded opponent, but its autofire is pretty nerf — you can actually pull the trigger yourself just as fast. And, against an opponent without shields, why not just take a headshot and be done with it?

That said, it’s still pretty easy to Supercombine — particularly with the pistol, which features a homing reticule that aim-assists even stray shots while the circle stays red. This allows needles to bend around corners a bit, so you can dispatch an enemy even after you’ve lost line-of-sight.

Keep in mind, though, this actually works against you when firing into a pack: your reticule will flicker from one Covie to the next — especially as they maneuver under fire — meaning you might not successfully Supercombine any of them. It’s also a medium-distance weapon at best, so you’ll have to wade dangerously close to wild enemy fire rather than the much more sensible Needle Rifle strategy of picking off opponents from range.

The Halo 1 punchline, now packing some punch.

Also redlining the suck meter: in Firefight matchmaking, Spartans don’t ever actually spawn with a Needle weapon. You need to recover one from the field, and especially with the smaller gun, the automatic fire empties its clip at an alarming rate — so stick with Rocket or Sniperfight, with its no-suck unlimited ammo, until you have this Challenge in pocket.

Whew! Already seems like a complete hassle, right? But wait, there’s more. In Firefight, most enemies – Grunts and Jackals – usually hit the dirt with remarkably little effort; in fact, until the Mythic Skull powers up, it’s pretty damn difficult to Supercombine a Grunt without accidentally killing him first. (Grunt leaders will sometimes hang on until the blast; standard Grunts, not so much.) So, unless you’ve got an open, uninterrupted shot, you might shoot them to death inadvertently and miss the big blast.

With all that in mind, then:

  • Gruntpocalypse becomes your primary choice, mainly because it allows you to, ah, “Supercombine” with today’s other Firefight Challenges (Covenant-cide, Blast Radius — see above).
  • Otherwise, your best bet’s a standard Firefight, rather than Gruntpocalypse — which doesn’t feature Needle Rifles, and the little tykes tend to swarm you as you recover a standard Needler from the field. (Even then, you’ll burn through ammo so fast it’ll hardly seem worth it.)
  • Recover both a Needler and Needle Rifle early on. Use the smaller weapon for close-quarter Supercombines and the Needle Rifle to target opponents at range who themselves carry Needle weapons. A scattering of Grunts will have armed themselves with basic Needlers, while Jackals remain otaku for the Rifle version, so you won’t have trouble finding these.

    A n00b combo, in a needle fight? Yep!

  • Elites, meanwhile, can be wily as hell in dodging fire; and, as noted above, they’re rocking Energy Shields, so you’d likely need a reload before a Supercombine even becomes possible. If you hit a Wave of them, consider ditching one of your Needle weapons for a secondary Plasma Pistol; flash their Shields with an overcharge burst, then finish with the needle spray. When his Shields drop, the Dino will stand and howl in place like like a pro wrestler who just lost a match to the guy with a folding chair, making him an easy, stationary target.
  • Vote for wider, open maps, since enemy units will tend to spread out, giving you an opening to farm for Needle weapons without drawing fire from every Covenant on Reach. Plus you’ll be able to cut loose with an uninterrupted stream (Needler) or three steady shots (Rifle) without wandering around the middle of a plasma crossfire.
  • Also, consider: A co-op Sniperfight might seem counterintuitive, except that your Sniper offers unlimited ammo, which (because of how Halo games work) means every other weapon on the map features it as well. Just snipe a Grunt, recover his weapon, and start enjoying more free needles than a government giveaway program.

* * *
We also get a lot of reader mail here aboard the Pillar of Awesome from our devoted readership on Reach, including their own suggestions for tackling Challenges. So, from Madmosche:

I go into Score Attack and choose Rocketfight. Unlike Sniper Attack, where weapon pickup is disabled, you can recover any weapon in Rocketfight, and you’ll get unlimited ammo. Kill the first set of enemies with Rockets, pick up a Needler and get to killing! I stay near the respawn points and let them come to me, so in case I die the weapons will stay close to the spawn and I can go right back to getting Needle kills.

Thanks, Mosche!





Type: Multikills
Setting: Multiplayer
Difficulty: Hard
Time: Yeah, it’s time.
Value: ★★
Reward: 5000

Earn 200 Multikills in Multiplayer Matchmaking this week.

Tip Of The Day

Okay, relax. This isn’t as hard as it sounds; it’s actually harder, and recognizing that is your key to completing it. Because if you don’t get started today, and don’t work on it every day, you’re never going to finish.

Two-hundred Multikills works out to just under 30 a day, meaning you’ll need to play a scary amount of games, and score Multikills in just about all of them, to cross the finish line in time. It’s both a daily sprint and a weekly marathon; and while we’d never actually instruct anyone to skip a Challenge, you’ll need to think hard and long (but not too long) before you decide to tackle this.

In other words: if you don’t have the time, or the patience, or a spouse/significant other/British manservant to bring you dinner at the TV and fork it into your mouth while you mash the color off your controller buttons, this might be the week to instead learn Halo Wars.

So, scared you off yet? No? GOOD. You’re a goddamn Spartan, bitch. You’ve had a lifetime of Jedi training, you’ve struck down countless Covenant with Great Vengeance and Furious Anger and loved every fucking second of it. Leave that can’t-do-it Playstation shit at home, and get to work.

  • If you’re flying solo, start with 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 can get with a friend, head into Multi-Team; 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 of the Challenges from last month, chaining Multikills together here WILL register multiple points on your Challenge meter. The coding counts Medals, not actual kills; so, while a previous Overkill might not register a second Double-Kill Medal — and thus counted as only one point for a 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. Yow!

  1. Avore says:

    I think you might have a typo – is showing 20 kills with grenades for Blast Radius, not 30. Unless isn’t matching in game and it really is 30.

    And thanks as always!

  2. Ender Xer0 says:


    Bungie (and the Quickbox in the upper left) were correct; the text was just a typo. Let this be an example of what happens when you make me type in the morning.

    Thanks for the catch!

  3. Samson says:

    Thank you sir for the pic of the day…i really do like the site…this isn’t the first time ive been here but it is a nice site for reference…

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