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.




DEFIANT SCREENSHOT OF THE DAY today courtesy of Technobrats. Yep — that’s actually Condemned, reflected in the scope of his sniper rifle. Pretty cool, eh? Everyone, click to enlarge!

We’re running Screenshots from the Defiant Map Pack all week. Want to get on the Front Page? Start snapping some pix, yo!

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, Special Weapon, Wins
SETTINGS: Firefight, Multiplayer
TOTAL TIME: 1.5 to 2.5 hours




Type: Kills
Setting: Firefight
Difficulty: Grind
Time: 10 to 20 minutes (Concurrent with Blast Radius Challenge)
Value: ★★★★★
Reward: 1125

Kill 150 enemies in Firefight Matchmaking.

Take this one on last; the Blast Radius challenge will net you at least 40 kills in a Firefight Arcade Nadefight, and you’ll have more than enough leftovers to either finish this off or come pretty damn close. Head into a one-Round Score Attack — Gruntpocalypse is probably easiest — to tie up any loose ends.



Special Weapon


Type: Kills
Setting: Multiplayer
Difficulty: Grind
Time: 30-45 minutes
Value: ★★★☆
Reward: 1250

Earn 30 kills with automatic weapons in Multiplayer Matchmaking.

A simple Challenge you’ll notch just by playing enough. Automatic weapons include not just your trusty Assault Rifle, but also Covie Needlers and Plasma Rifles and Repeaters. (The Needle Rifle has an autofire, but it’s classified as a Precision Weapon.) So, expect to see Gametypes and Loadouts featuring these weapons throughout the day.

A few quick tips, which you already probably know since we’ve said them before, but anyway:

    The Assault Rifle: AKA El Spam-o.

  • If you find yourself in AR showdowns with you consistently on the corpse end of the gunfight, you’re probably just holding down the trigger. Unlike the BR from Halo 3, the AR in Reach actually behaves the way a gun should when you fight with it: keep your trigger down and your shots will start to fly in all sorts of wild directions. The key to the weapon is short, controlled bursts. Pump your trigger at a steady pace and the reticule will keep resetting; it’ll take some practice to find the sweet spot, but once you get the hang of it you’ll do it without even noticing.
  • Lead with your Grenades to soften up enemies, since you’ll get no Challenge credit for emptying your clip to bring down their Shields, only to finish them with a wasted ‘nade burst.
  • Likewise, remove double-melees from your close-quarter lexicon; flash his Shields with a melee strike, then dodge backward and fire to keep him from finishing you with a double-melee of his own. (Reader V Translanka adds: “If you really want to remove double-melees from your lexicon, then Sprint is your best bud, because a Sprinted melee comes with an enhanced knockback bonus that’s perfect for the armor pop-and-fire method.” Thanks, V!)
  • Needler Supercombines will register Challenge points as well, so look for enemies who have strayed from cover and ambush them for a quick kill. Keep an eye not on your opponent but rather on your aiming reticule; the targeting circle remains far more easy to keep track of than an enemy attempting to evade.
  • Swap out your secondary weapon for another auto-shooter whenever you can; thus, even if your first clip fails to close the deal, you can switch weapons to finish the kill rather than give an enemy time to escape or retaliate while you reload.


Special Weapon

Type: Special Weapon
Setting: Firefight
Difficulty: Grind
Time: 15-20 minutes (Concurrent with One Spartan Army Challenge)
Value: ★★★★★
Reward: 1000

Kill 40 enemies in Firefight Matchmaking with grenades.

You can work this one at the same time as today’s other Firefight Challenge — by itself, we’d ordinarily recommend Gruntpocalypse in Score Attack, since it’s easy to nail the waddlin’ tykes while they’re still in a spawn pack — but if you’re combining Challenges, the opening Waves of each Round in a Firefight Arcade game will do the trick just as well.

Load up Nadefight for an eight-grenades bandoleer to start, then regularly farm Plasmas from the battlefield during a break in the action; or, go cheap and just get yourself killed, since you can respawn where the action is with a new grenade stock. (Lazy? Sure. But we’re not here to give advice on making life more difficult, yeah?)




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.





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 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.

Tip Of The Day

TAKE NOTE, however: Despite what it may say on your Reach game stats page over at, 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 chance of pulling Host and scoring the win.

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