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 today courtesy of G Z3RO ReMnAnT from the Ground Z3RO clan, which has engaged in several epic skirmishes against (and alongside) Ender Nation on several occasions. Thanks, REM! Everyone, click to enlarge!

Meanwhile, if you haven’t done it already, 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 random pix from the Internet; it should be a screenshot of YOU!



TYPES: Completion, Kills, Killstyle, Spree
SETTINGS: Firefight
TOTAL TIME: 45-60 minutes




Type: Kills
Setting: Firefight
Difficulty: Grind
Time: 15-20 minutes (Concurrent with other Firefight Challenges)
Value: ★★★★★
Reward: 1100

Kill 120 enemies in Firefight Matchmaking.

Not much to say: Load up any power-weapon Firefight Arcade game and you should blast your way to this Challenge in a single match. Even if you fall short, though, it’s simple just to fire up another, or wrap things up in Score Attack.

(We’d recommend against Score Attack for starters, though; Gruntpocalypse seems like an obvious choice, but though it offers exactly the right number of Grunts — 120 — they tend to blow up themselves, or each other, or both, meaning you’d come up short and need a second Round anyway.)



Single Match


Type: Spree
Setting: Firefight
Difficulty: Easy
Time: 15-20 minutes (Concurrent with other Firefight Challenges)
Value: ★★★★★
Reward: 1200

Earn 7 Sprees in a Firefight Matchmaking game.

Wow, seven Sprees in one single match. Sounds initimidating, right?

Pish-posh. Bungie has created so many Sprees for Reach that you can hardly take a piss without, well, pissing on one. (And do it five times, you’ll probably get a Pissing Spree.) We’re accustomed to the Killing Spree and the occasional Sword or Shotgun Spree; but now there are Grenade Stick Sprees, Assist Sprees, and even Teabag and Rage Quit Sprees. Though we’re pretty sure the medal for that last one is a Quit-Ban. Also, there’s probably not a Teabag Spree. Yet.

Some weapons will also trigger two Sprees at once; for example, the Sniper or Hammer, since you’ll Spree with the weapon in addition to your naked killstreak and earn two notches toward the Daily Challenge. Likewise, the extended-streak awards — Killing Frenzy, Slice ‘N’ Dice and so on — score additional notches as well.

  • With all that in mind, your best bet here becomes a three-Round Sniperfight: You’ll register a new Spree every five kills up through 20, with double-awards at the 10 mark; that means five points on your Challenge meter — well past halfway — and the game’s hardly started. Do that again, and you’ll have Spreed all over this Challenge, long before you face the toughest opponents.

    The Sniper Rifle. AKA El Spree-o.

  • When they do emerge, you can swap out for one of their fallen Power Weapons — such as the Hammer or Sword — and use those to Spree as well if a pack of enemies spawn too close.
  • For in-depth tips and tactics on maps and Sniper positions, visit our Finish The Firefight standing permanent page; you’ll need it as part of the One Game, One Spawn Challenge anyway, so might as well check it out now.
  • Though it might seem counterintuitive, however, avoid Rocketfight: You’ll certainly stack Multikills quickly enough for ordinary killstreaks to come naturally, but you won’t get any special weapon streaks; and it’s pretty goddamn easy to blow yourself up, so you might find yourself ending your own streak just as often as the Covenant.
  • Don’t like Sniperfights? Well, you’re weird, but okay. If you head into a standard Firefight, recover one of the Ordnance Weapons right away; a Spree will literally fall from the sky if you snare the Target Locator, but the rest of the Ordnance arsenal — Rockets, Sniper, Laser — will easily Spree for you as well. (Your only challenge will be the Laser: just four shots in Reach — WTF is that about, Bungie? — so simply fire into a Covie pack or burn through a Wraith for a Double-Kill to notch the added point for a Laser Spree.)
  • And just one map-specific note: If you vote your way onto Beachhead or Unearthed it’s time for some real fun. Hop into the Rocket Hog and joyride a friend around as he cuts loose with his best imitation of a KISS concert. You’ll rack up Wheelman Sprees — yes, there are those too — as well as paint the grill with a Splatter Spree or two along the way.



Zero Deaths

Type: Completion
Setting: Firefight
Difficulty: Hard
Time: 15-20 minutes (Concurrent with other Firefight Challenges)
Value: ★★★★★
Reward: 2000

Complete a Firefight Matchmaking game without dying.

As noted above, you’ll be able to go after this Challenge at the same time as the other Firefight objectives. Check out our Finish The Firefight standing link for an in-depth guide to Zero Deaths.




Type: Killstyle
Setting: Firefight
Difficulty: Grind
Time: 15-20 minutes (Concurrent with other Firefight Challenges)
Value: ★★★★★
Reward: 1500

Kill 200 enemies with headshots in Firefight Matchmaking.

Head into Score Attack and veto the game options until you find a Gruntpocalypse gametype on a smaller map: Corvette, atop one of the platforms, and Overlook, on the lower of the two sheds near the silo, both provide wide lines of sight for sending Grunts on their Great Journey. The big guns on Outpost and the far-side walkway on Courtyard also offer excellent defensive positions; a larger open map like Waterfront will work too, but it’ll take longer.

  • Select Drop Shield as your Armor Ability: you’ll be staking a position and staying there, so protection (and especially health regeneration) becomes more important than mobility.
  • Make sure to hit up your ammo case before heading out; otherwise, you could find yourself on a raging headshot streak, only to have to thread your way through combat back to base when your clip runs dry.
  • Stay high, for a good line of site around the battlefield, or along the perimeter, to avoid a crossfire, or both. On Corvette, any of the platforms will do; on Courtyard, camp in the terrace corners. On a map like Waterfront, perch on the cliff at the far end across the field or atop one of the main buildings — the first makes for easier headshots, the second for easier ammo access.





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).

Tip Of The Week

There’s no other way to say this: You’ll probably never do this alone. (Besides, 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:

    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!



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