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.



Just wanted to post a quick note to say THANKS TO EVERYONE who participated in our special Christmas Daily Challenge. We’d never done something like it, we weren’t sure if it would work, and it turned out to be a HUGE success, way more than we anticipated. Cheers!

Likewise, we wish we could give gifts to everyone; but, Santa was so pleased with your courage defending his Workshop that, even if your number doesn’t come up, your efforts will not be wasted: Because this was a bit of a test-run for something we have slated to launch Jan. 1, credit for your success will carry over, and you’ll start this new feature already ahead of the game.

So, what is this new thing? We can’t make a formal announcement yet, but that’s coming in just a few days. In the meantime, we’ll say that we think it’s incredibly cool, and that you’re gonna like the hell out of it too. Thanks again for tackling the Christmas Challenge, look for the list of winners tomorrow, and hope you had a safe and merry Christmas!

Ender Xer0
* * *



Santa's Killtacular

Though our group Brotherhood Screenshots Of The Day officially ended yesterday, we couldn’t let the holiday weekend pass without showcasing this killtacular moment, depicting what kind of present Santa leaves for Spartans who have been naughty. Hint: It ain’t coal! Everyone, 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: Assists, Completion, Kills, Killstyle
  • SETTINGS: Any Game Mode, Campaign, Multiplayer
  • TOTAL TIME: 60-90 minutes


Any Game Mode


Type: Kills
Setting: Any Game Mode
Difficulty: Easy
Time: 5 minutes
Value: ★★★★★
Reward: 1500

Kill 150 enemies in any game mode in Reach.

Take on this one last. You’ll rack up most kills simply by tackling today’s other Challenges, so no point duplicating your efforts. For your leftovers, our standard recommendations:

  • By far the most convenient carnage can be found at the opening of the Campaign’s ONI Sword Base mission. If you know it and don’t like the stigma of naked credit boosting, skip down. If you don’t know it, you can find a detailed rundown in the Owning On ONI permanent link on the top of this page.
  • But, if you don’t like the open credit farming that goes with Target Locating, simply rack up some quick kills in a Custom Game instead. Click on the Grunt Game Settings link at the top of the page for instructions on the best settings; you’ll also find a Custom Game there already set up for you.




Type: Assists
Setting: Multiplayer
Difficulty: Grind
Time: 30-40 minutes
Value: ★★★★
Reward: 2000

Earn 15 assists today in Multiplayer Matchmaking.

The usual Challenge, with our usual comments: Working toward Assists can always be a hassle, since your natural instincts and gaming skills focus on putting down your enemies, not passing the kill off to another player; nobody makes the highlight reel by almost scoring 15 times. Despite that, Bungie intends to pay you today to help out players who haven’t really earned it as they cash in on your setup.

You’ll be able to work the Shootin’ And Lootin’ (above) and Headshot Honcho (see below) Challenges at the same time, so there’s some consolation in that. Just click on the Assist-O-Rama standing link at the top of the page for our in-depth guide to Not Closing The Deal.



Single Match


Type: Killstyle
Setting: Multiplayer
Difficulty: Medium
Time: 20-30 minutes
Value: ★★★☆
Reward: 1700

Kill 9 enemies with headshots in a Multiplayer Matchmaking game.

Tip Of The Day

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.

If SWAT doesn’t blow your hair back, you could just as easily pocket this in any Multiplayer match, although drift toward either Objective gametypes or larger-team playlists to make sure the game’s score-limit doesn’t cut short your Challenge progress.



Skull On

Type: Completion
Setting: Campaign
Difficulty: Easy
Time: 10-15 minutes
Value: ★★★★☆
Reward: 1750

Complete a Campaign mission Co-op on Heroic or harder with the Iron Skull on.

The Iron Skull can be a huge hassle when playing solo: die once, start over again. In Co-op, however, it merely reverts you to your last Checkpoint, which — while inconvenient — is really no more than a nuisance, especially on the right level.

So, with that in mind, go in as a four-player team: the chance that you’ll all die simultaneously is virtually zero, and the weaker players can hang back to provide support fire while the stronger players take point. The trailing players will even Checkpoint forward if they lag too far behind, allowing them to skip past certain parts of the map entirely. Just don’t do anything supremely retarded, like all piling into vehicles and driving together off a cliff, and you’ll do fine.

  • For Campaign completion Challenges, HRD often recommends the speed-run on Nightfall — but because the Challenge requires Co-op, the Midnight Run can Checkpoint straggling players forward at peculiar and inopportune moments; so instead, we’re going to suggest Winter Contingency: As the Campaign’s first playable level, it’s by design the easiest, and the open-ended geography both lets weaker players hang back and take cover as well as allowing all players to bypass most encounters entirely.
  • In fact, after the first faceoff with the Covenant, players can Sprint past the next skirmish, off the small cliff that leads to the Warthogs, then drive directly to the firefight at the last compound before the Falcons arrive; other than the occasional bloodthirsty Moa, you’ll hardly encounter any gunplay at all.
  • The Falcons take you directly to another firefight, where you’ll have ample cover and ammo inside the bunker of the final building of the level; from there, you need only dispatch a few butch Elites and their entourage to reach the final cutscene.



Type: Completion
Setting: Firefight
Difficulty: Easy
Time: 180-200 minutes
Value: ★★★☆
Reward: 4000

Complete 100 Waves in Firefight Matchmaking.


Remember that nightmare grind from early October, when you had to complete 50 Firefight Rounds in a single week? It had been the most tedious Weekly Challenge until last week’s 200 Multikill task. So now Bungie wants 100 instead of 50? Yikes!

Well, as the Hitchhiker’s Guide says on its cover: Don’t Panic. These are merely Waves, and there’s five of ’em in every Round. So, play Gruntpocalypse in Score Attack and you’ll collect five; finish a standard Firefight and you’ll net 16. (Yes, you notch one for the Bonus Round; no, you don’t need to survive.)

That works out to only six full Firefight games, plus part of a seventh to clean up the remainder — Jiminy Christmas, that’s EASY, even on its last day. In fact, chances are, the Challenges so far this week have already perched you narrowly close to to completion, if you haven’t finished it already.

But, this has always been a Challenge you could tear through in a single day; so if you haven’t started it yet, that’s what you’ll have to do. You’re looking at three-and-a-half hours at your XBox, so prepare for a time commitment, and alternate with the other Challenges just so you’re not struck with boredom.

  1. Thom. says:

    I really don’t get this part: “So, with that in mind, go in as a four-player team: the chance that you’ll all die simultaneously is virtually zero…” As I understand it, with Iron, if one player dies, the four of you will get reverted to the checkpoint, so it’s the same thing if one guy dies, if two die, or if the four of them die simultaneously. Also, this is why I prefer doing it with only one other player, because there’s less people to die and force us back to the checkpoint.

    • Ender Xer0 says:

      Heya Thom–

      You’re correct about everyone reverting to the last Checkpoint if someone dies with the Iron Skull on; but, if EVERYONE dies, you revert to the BEGINNING OF THE LEVEL, not just your last Checkpoint, and you lose all your progress on everything you’ve done up to that point.

      But, like I mentioned, unless you’re all inclined to jump into vehicles and speed off a cliff, clutching your hands together in Spartan solidarity like Thelma and Louise, it’s not likely going to become a problem.

  2. dukemeiser says:

    Like HRD, I would not recommend Midnight Run on co-op. I’ve done it 4 times on co-op to show my friends how it is done. Twice it worked like a charm. The other two times it triggered the Covenant spawns and we had to fight our way past the gates. Something about co-op and teleporting forward causes the spawns. The one time I jumped through the gates, but teleported back to the other side beside my partner. Then Jun opened the gates and we had to fight to the end. Since the co-op challenges usually aren’t “without dying” it was just an annoyance.

    • Ender Xer0 says:

      Yeah, I’ve run into this problem too. I think it has to do with where your allies are when you glitch through the gate; if they’re too close, you’ll checkpoint backward. But I think (just a guess from observation) that if they’re still across the bridge and haven’t entered the Powerhouse section yet, they’ll checkpoint forward with you and you’ll skip that entire fight. (And, of course, the next one too.)

      Anyone want to try this out and get back to us on it?

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