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.

* * * CHECK OUT OUR DEFIANT ACHIEVEMENT GUIDE! * * *

NEW WEEKLY CHALLENGE!


DEFIANT SCREENSHOT OF THE DAY


DEFIANT SCREENSHOT OF THE DAY: V Translanka


DEFIANT SCREENSHOT OF THE DAY today courtesy of longtime friend of the site V Translanka, who shows how to put out a fire on Highlands. 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 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: Kills, Assists, Special Enemy
SETTINGS: Campaign, Firefight, Multiplayer
AVERAGE DIFFICULTY: Easy/Grind
TOTAL TIME: 100-150 minutes
OVERALL VALUE: ★★★☆
TOTAL CREDITS: 4725

FIRE WHEN READY

Multiplayer

Kills

Type: Kills
Setting: Multiplayer
Difficulty: Easy
Time: 15-20 minutes
Value: ★★★★★
Reward: 1500

Kill 50 enemies in Multiplayer Matchmaking.

Grifball, yeah?

A FRIEND IN NEED

Firefight

Assists

Type: Assists
Setting: Firefight
Difficulty: Grind
Time: 20-30 minutes (Concurrent with Flat Tire Challenge)
Value: ★★★
Reward: 1000

Earn 10 assists in Firefight Matchmaking.

This is actually MUCH harder than it sounds. 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 several 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 standard 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 so that a teammate can 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 got whupped by 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 now offers a candy store of options for notching Assists; we prefer Nadefight, which arms you with an EMP pipe for bursting 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, get friends to join you if possible; coordinating with a partner will cut 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.
  • LEADERSHIP ELEMENT

    Campaign

    Special Enemy

    Kills

    Type: Kills / Special Enemy
    Setting: Campaign
    Difficulty: Easy
    Time: 5 minutes
    Value: ★★★★★
    Reward: 1100

    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, you’ll have a new pocketful of Killionaires for your medal chest.

    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.

    FLAT TIRE

    Firefight

    Special Enemy

    Kills

    Type: Kills / Special Enemy
    Setting: Firefight
    Difficulty: Grind
    Time: 75-120 minutes (Concurrent with A Friend In Need Challenge)
    Value: ★☆
    Reward: 1125

    Kill 10 enemy vehicles in Firefight Matchmaking.

    Wow; Bungie really has no perspective on how massively huge of a pain in the ass this is. Most Firefights feature only a handful of destructible vehicles each match — while some maps don’t feature any at all — and, on Challenge day, everyone will be shooting at them.

    That means you’ll be lucky to average one per game — and that means on average at least 10 games, for a cRedit bonus you could earn by standing AFK at Grifball. The one marginal benefit is that vehicles themselves offer jumbo cRedit bonuses — including the lowly Ghost — even without the Challenge, which makes the whole ordeal only slightly more worth your while.

    But, if you’re a Challenge completionist, knock yourself out. (We’ll wake you when it’s over.) Beachhead represents a top option, since it’s got both Wraiths and Ghosts, along with a Rocket Hog to help you deliver your damage. Glacier features both vehicles as well, though you’ll need to scrapyard them with more conventional methods. Avoid Courtyard and Waterfront, which — apart from Dropships — don’t offer any vehicles at all.

    On the plus side, you’ll be able to work the A Friend In Need Challenge at the same time — but that one’s no great shakes either, so if you’re not a fan of Firefight yet, today’s not the day that’ll convert you.


    WEEKLY CHALLENGE


    TIP OF THE SPEAR: LASO

    Campaign

    Legendary

    Skulls On

    Type: Completion
    Setting: Campaign
    Difficulty: Hard (solo) / Medium (co-op)
    Time: 60-120 minutes
    Value: ★★★★
    Reward: 13000

    Complete Tip Of The Spear on Legendary with All Skulls On (LASO).

    NEW CHALLENGE!

    Tip Of The Day

    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.) And while it’s not quite Mythic difficulty — SLASO is solo-only, and includes the Blind Skull — 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 psychological defect that compels you to complete all Challenges. The 13K bonus is pretty damn skippy, 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 an hour on the new Defiant maps (and without the aggravation).

    Another major problem: The level’s just so goddamn long — easily twice 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.

    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:

      The symbol for the unofficial "Mythic" Difficulty

    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 Iron Skull will force the entire team back to a Checkpoint after a single player death, 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:


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    Comments
    1. dukemeiser says:

      Why in the hell would you want to do this weekly on coop? With two people riding in the falcon, BOTH of you are likely to die. The falcon is the huge bottleneck of the mission and I would NEVER try this with a friend.

    2. Ender Xer0 says:

      Heya Duke–

      Actually, you’ve forgotten that the Iron Skull is on. That means dying on Solo will restart the ENTIRE LEVEL, not just revert you to a checkpoint. It’s actually a better question to ask why anyone would want to do this WITHOUT a partner…

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