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.

Halo Reach Daily is dedicated to my Dad, who taught me what it means to take on a Challenge.


SCREENSHOT OF THE DAY



And we’re back.

Send your screenshots to haloreachdaily@live.com, 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!


DAILY CHALLENGES


Summary

TYPES: Assists, Completion, Kills, Wins
SETTINGS: Any Game Mode, Campaign, Firefight, Multiplayer
AVERAGE DIFFICULTY: Easy
TOTAL TIME: 120-240 minutes
OVERALL VALUE: ★★★★
TOTAL CREDITS: 8800

BLASTIN’ AND RELAXIN’

Any Mode

Kills

Type: Kills
Setting: Any Game Mode
Difficulty: Easy
Time: 5 minutes
Value: ★★★★★
Reward: 1350

Kill 180 enemies in any game mode in Reach.

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

  • By far the most convenient carnage remains 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.

A FRIEND IN NEED

Firefight

Assists

Type: Assists
Setting: Firefight
Difficulty: Grind
Time: 20-30 minutes
Value: ★★★
Reward: 1000

Earn 10 assists in Firefight Matchmaking.

This is actually much harder than it sounds, though made more manageable by the relatively low number needed. The underlying 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: the sheer number of enemies, compared to your number of allies. An Assist requires at least 40% damage to the target’s combined Shields and Health, then for a teammate to finish the kill within five seconds of your last strike. With Covies swarming the entire map, it’s less likely an ally will be firing on the same target, 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 teammates ripping into him at once, making it less likely any single player will strip off more than 40% before the beast goes down.

Plasma Pistol: The Assist's Assistant.

Brutes represent more solid candidates for Assist-farming: a steady DMR stream will flick off their helmets, setting them up for a teammate’s coup-de-grace. The problem isn’t so much that Brutes don’t know how to put their hats 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, making it 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. The Dinos — while otherwise remarkably crafty — for some reason stand and howl when they lose their Shields like a pro wrestler who just lost to the guy with the folding chair, so your ally should have an easy headshot.
  • The problem eases up once the Mythic Skull powers on, since that doubles enemy health, including for even the lowliest DMR fodder; but — because 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 shift strategies in the middle of the match.
  • Firefight Arcade offers a candy store of options for notching Assists; we prefer Nadefight, which arms you with an EMP pipe for crashing enemy shields, though splash-damage weapon games like FRGfight and Fistfight‘s Hammer will catch some assists in your wake as well. Since Arcade doesn’t feature dropships until the bonus round, you’ll lose the chance to rack up a string of Assists off their turrets, but it’s a worthwhile tradeoff.
  • And, more than for any other Challenge, go in with a friend if possible; coordinating with a partner 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.
  • L.D. SPEAR

    Campaign

    Zero Deaths

    Skulls On

    Type: Completion
    Setting: Campaign
    Difficulty: Hard (solo) / Medium (co-op)
    Time: 45-120 minutes
    Value: ★★★
    Reward: 5000

    Complete Tip of the Spear on Legendary without dying, with Mythic, Thunderstorm, Tilt, and Tough Luck on.

    Tip Of The Day

    And you thought you would be spending your day with the Defiant Map Pack. Ha ha ha.

    There’s no other way to say this: You’ll probably never do this alone. (And, if you can handle a Legendary level alone without dying, you won’t need any advice from here.) This one’s practically a Weekly Challenge, and while it’s not quite Mythic difficulty — LASO/SLASO requires virtually all Skulls on — it’s pretty damn close.

    So, fair warning: if you’re tackling this, it will be out of inspiration for a personal challenge or from a completionist psychological defect. The 5K bonus is in the penthouse of daily cR rewards, but since you’ve already played the campaign, you won’t earn much besides the Challenge award, and you could easily score that many cRedits playing for half an hour on the new Defiant maps (and without the aggravation).

    Still with us? Good. OK, four Skulls on. Let’s take a look: Mythic doubles enemy health. Thunderstorm upgrades their rank — which, ha ha, combines anti-awesomely with Mythic. Tough Luck helps enemies evade damage, while Tilt modifies the damage tables, generally in Covenant favor against Spartan weapons. So, basically, just about everything the game could do to make the Covies a massive pain in the ass to kill.

    Another major problem: The level’s just so goddamn long — easily twice as long as the missions before it, and probably most of the ones after it too. It’s also filled with nonstop ways to die instantly: heavy vehicles, Hunters, Shade Turrets, Suicide Grunts, explosive weapons, Kat’s driving, all sorts of crap.

    So, while it’s true that the game scales up the difficulty for more players in co-op mode, you’ll want the three more guns at your side; otherwise, it’ll just be a very long day of level Reloads. Take note, however: Tip of the Spear also features entire sequences that seem designed to eliminate the co-op exploit of Checkpointing a weak player forward after the rest of the team does the heavy lifting; no “guarding the rear flank” on this one.

    ONE OTHER NOTE: If you don’t make it through the level alive, you can’t just hit Restart; you’ll need to Save-And-Quit, then reopen the level. Otherwise, it’ll still read your progress as Challenge Failed.

    OK then. The level’s much too long for a detailed walkthrough, so instead keep in mind some strategies that help on Legendary difficulty no matter which mission:

      Legendary

    1. On Legendary, Reach becomes an almost entirely different game; rather than the run-and-gun, blaze-of-glory style you enjoyed on Normal, Legendary relies much more on strategy than sheer skill. Your kung fu may be strong, but you won’t be able to ninja your way out of a Legendary plasma shitstorm.
    2. Since the Challenge requires zero deaths, you’ll also need to play even more defensively— stealthy when possible, and get-the-fuck-out when necessary. If you think you’ve just done something that would make an awesome kick-ass clip for your File Share, you’re probably not doing this right.
    3. In almost every situation, look to bypass encounters entirely. You’re not working toward a Campaign score, so no need to take out every enemy — or, actually, any enemy — if you can skip them. (After all, Reach will get glassed anyway, yeah?)
    4. To do this, keep an eye out for perimeter runs along the outskirts of hot zones — not only will natural cover help you slip past Covies more easily, but they’ll be shooting only from one or two directions; get caught in a crossfire on Legendary and you might as well go grab a sandwich while your game Restarts.

      You didn't really think you'd actually be able to play this part, right?

    5. When you can’t bypass enemies, keep a distance/headshot weapon handy for taking them out at range. Use the level’s geography to find positions that offer clean lines of sight for precision kills before the enemy AI even figures out where you are.
    6. Effectively skipping one encounter can even bypass the encounter that comes after it, since enemy and vehicle drops often coincide with combat progress; you might find a subsequent battleground entirely empty, since the Covies will have only begun their landing sequence while you’re already getting the hell out of Dodge.
    7. If it looks like the designers want you to engage a major battle from an obvious point of attack, DON’T. The obvious attack points are for Normal difficulty. You’ll want another way in, or around, taking out an objective from afar or skipping a firefight entirely. For example: the game maneuvers you to neutralize the massive anti-aircraft guns by destroying their inner cores, which you can only access by blazing through a firestorm of Covie hardcores; but you can actually take out both guns simply by pounding the main turret from a distance with Rocket Hog or Revenant fire.

    So: Kat's driving, or the Falcon pilot flying into an EMP field -- which one's more retarded? (Trick question, it's a tie.)


    Your biggest danger in losing the Challenge will be as your Falcon runs the gauntlet toward Spire; any lagging Teammate will Checkpoint into a turret, so there’s no hiding — and if the Falcon goes down, it’s game over for everyone on board.

    The good news: your Falcon turret packs a Grenade Launcher with a bottomless clip rather than single shot, and without the hassle of reloading the thing actually fires pretty goddamn fast. Make use of its EMP burst to paralyze vehicles and take down Elite Shields, and always be anticipating where your next shot will need to go.

    Whew! Quite a lot to keep in mind as you try to do the Campaign’s longest level on its hardest difficulty without dying once. To help you out, here’s a two-part video walkthrough — done SOLO — by the guy who invented the so-called Mythic Difficulty. (He’s just doing it here on Legendary, though.)

    Good luck!

    PART ONE:



    PART TWO:


    UN, DEUX, TROIS

    Multiplayer

    Win

    Type: Wins
    Setting: Multiplayer
    Difficulty: Grind
    Time: 45-90 minutes
    Value: ★★★★
    Reward: 1450

    Win three games in Multiplayer Matchmaking.

    Not much to say here; play enough games and you’ll rack up three wins. Other than that, simply check below to use the same strategies for tackling the Weekly, which you’ll be able to work toward at the same time as pocketing this one.


    WEEKLY CHALLENGE


    CLEAR EYES, FULL HEARTS

    Multiplayer

    Win

    Type: Wins
    Setting: Multiplayer
    Difficulty: Grind
    Time: 90 minutes / day
    Value: ★★★★
    Reward: 7777

    Win 50 games in Multiplayer Matchmaking this week.

    And it’s just like it sounds: play enough games and you’ll rack up 50 wins. That divides almost evenly into seven wins per day; considering that today’s Un, Deux, Trois Challenge required three wins, you’ll already be almost halfway there. And, since some Dailies require as many as seven wins, this one’s little more than just a fifth Daily Challenge that you get paid for at the end of the week; besides, you’d be hanging out in Multiplayer matches anyway.

    TAKE NOTE, however: Despite what it may say on your Reach game stats page over at Bungie.net, simply finishing in the top half of a Free-For-All game will NOT register as a win for your Challenge progress here — you’ll need to place First, or not at all.

    Likewise, avoid any Objective gametypes that frequently end in a tieCapture The Flag or Assault, for example — since although your game score registers a win for both sides (that is, you both came in “first”), the Weekly Challenge is not so generous; either one team takes the top spot, or both sides lose.

    Retarded? Sure. Just think of it like that airhead girl you’ve got to put up with just so she’ll, you know…give you 7,777 cR at the end of the date. Anyway, both of these glitches mean that Team Slayer gametypes become your best option:

    • Avoid Big Team Battle and Invasion; though generally worth more cRedits, they also take longer, and you’re targeting wins here, not just cR. Plus, you can spend twice as much time in a Big Team game and still have a 50% chance of finishing without any Challenge progress; two smaller-squad games will earn just as many credits in the same time, but double your chances at a win.
    • If you’re a weaker player, you can still play a support role to earn the Challenge. Stick by at least one of your comrades to help him team-shoot, watching his back and providing cover fire. Play defensively, helping allies with assists rather than charging in for a big kill; finishing with a low score but only a few deaths is far more important than letting the other team run up their number by stacking your corpses.
    • Remember when I said to avoid Objective games? Well, just as it does with most things, Grifball breaks the rules. Games are usually quick and generally won’t end in a tie, and so all other things being equal you’ll go in with about a 50-50 of pulling Host and scoring the win.
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    Comments
    1. NickFromWA says:

      Welcome back, we missed you!

    2. DiscipleN2k says:

      Welcome back!

    3. Welcome back…. I can only imagine that condolences are due given your time away and the dedication at the top of the page.

      And, yes – you were VERY MUCH missed. :o)

    4. DB says:

      Sincere condolences, and it is good to see you back here.

    5. papageno says:

      Welcome back! You give the best advice of anyone on the Internet for Reach daily challenges 😀

      Very many condolences with respect to recent events. Many thoughts have been with you since you left.

    6. MAL says:

      Welcome back Spartan!

    7. Killamox says:

      Glad to see ya back Ender! I love your site.

    8. Slidercleo says:

      Welcome back…and sincere condolences. Hope things are better. 🙂

    9. Sir Emmortal says:

      Yeeehaw!!

      HRD is back, how I have missed you and your profound insights.

      Ender, you are our Shephard, lead our flock to victory!

      PS, I look foward to checking this kick-ass site every day

    10. Avore says:

      Welcome back Ender!

    11. Ender Xer0 says:

      Hey, thanks, Everyone. That’s incredibly nice to hear. You’ve all been very cool about being very patient, so I hope you know how much I appreciate it. Cheers!!!

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