Archive for April 6, 2011

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 saymyname, who demonstrates why his name is…well, “Say my name”! Thanks, er, Name! 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, Multikills, Sprees
SETTINGS: Campaign, Firefight, Multiplayer
TOTAL TIME: 80-100 minutes




Type: Kills
Setting: Multiplayer
Difficulty: Grind
Time: 45 to 60 minutes
Value: ★★★★
Reward: 2750

Kill 150 enemies in Multiplayer Matchmaking.

We love our cool Grifball pic more than the bomb itself, but we’d be happy to start running some different pix if people want to send ’em in. Snap your coolest Grifball screenshot and send it our way — just follow the directions from our Screenshot Of The Day feature — and we’ll start using them whenever Grifball makes the update (which is pretty damn often).

In the meantime, though:

Have fun with that Hammer, kids.



Single Match


Type: Multikills
Setting: Firefight
Difficulty: Easy
Time: 10 minutes
Value: ★★★★★
Reward: 1100

Earn 10 multikills in a Firefight Matchmaking game.

Despite its name, Killagruntjaro doesn’t actually require you to Jaro anything, though we will be going with Gruntpocalypse in Score Attackto do this in one Round rather than three. It shouldn’t be any problem to DMR your way to 10 Multikills, since the Grunts go down with one shot, travel in packs, and maneuver with the agility of highway roadside accident. So, if you can’t manage 10 Multikills out of a single match, you’re just not trying.

Yes, you can also certainly clear this in almost any game of Firefight Arcade — we prefer FRGFight, though smashing the hell out of Covies with Gravity Hammers in a Fistfight gives us a boner too.



Skull On

Type: Completion
Setting: Campaign
Difficulty: Easy
Time: 5 to 10 minutes
Value: ★★★★★
Reward: 2000

Complete any Campaign mission on Normal or harder with Thunderstorm on.

Okay, try this out tomorrow: When you wake up, go in and do a Midnight Run through Nightfall with some random Skulls switched on — then see if you register a Challenge at the end. My guess? About 50-50, depending on whether you picked the right Skulls.

Anyway, only one Skull on this time, so let’s take a look: Thunderstorm upgrades enemies to the next difficulty class; but, at the end of the day, you’re going to be Sprinting past most of them anyway. Here’s the vid of the speed run through Nightfall, just in case you’re new, and you can always click on the standing link at the top of the page for a more detailed description.



Single Match


Type: Spree
Setting: Multiplayer
Difficulty: Medium
Time: 20 to 30 minutes
Value: ★★★★
Reward: 2000

Earn any 3 Sprees in a Multiplayer Matchmaking game.

This will be your most engaging Challenge today. Sprees — five-in-a-row medals, all without dying — can sometimes be a bit tricky, often depending not just on your own skill but the skill of your opponents or the skill of your teammates, or both.

The good news is that in Reach, Bungie has created a Spree medal for virtually everything. We’re accustomed to the Killing Spree and the occasional Sword or Shotgun Spree; but now there are Wheelman Sprees, Laser 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.

How and where you get these Sprees depends entirely on your playstyle. If you prefer close-quarters combat, hunt out the Sword on a tight map and slash your way to bonus credits; if you like playing Infection — and *cough cough* who doesn’t? — there are even Sprees for blasting five Zombies or infecting five Humans in a row.

Just a few things to keep in mind:

  • In Objective games, the counter for Sprees doesn’t carry over from Round to Round. Get four kills in each Round of a 1-Flag game and you won’t score any Sprees even though you went 16-0. Contrast this with Invasion, which has Phases separate and apart from Rounds, and in which the counter does carry over from one to the next.
  • Some weapons will trigger two Sprees at once; for example, the Sword, Sniper and Hammer, since you’ll earn a Spree with the weapon in addition to your naked killstreak. Though we haven’t had a chance to test this out ourselves, we’re told that these twin-streaks actually earn you two notches toward your Daily Challenge, so you’ll particularly want to keep these in mind; likewise, the extended-streak awards — Killing Frenzy, Slice ‘N’ Dice, and so on — should score you additional notches as well.
  • If for some reason you’re still having Spree trouble and it’s running late in the day, you’ve got a few more options:
    1. Hop in a Warthog with a friend — preferably one who’s a good gunner — and joyride him around while he blazes metal. You’ll be working toward a Wheelman Spree, with the added possibility of a Splatter Spree as well. Don’t do it, though, if you’ve already notched a few kills in a row: because Reach has nerfed most vehicles into rolling deathtraps, you’re more likely to get blown to bits (by gunfire, Armor Lock, a flying traffic cone) before you land a good splatter or two, and your killstreak will end in its tracks.
    2. Despite this rolling-deathtrap observation, heavy vehicles can still be good for a few essential kills before they’re sent to scrap, especially against other vehicles. Hop in a Wraith or Revenant and play it conservatively, waiting for the other team to make its rush; you’ll score single- or Double-Kills against guys on the ground, Double- or Triple-kills against vehicles, and you can even boost for splatters when the need arises.
    3. Objective games, especially those on smaller maps, can be great for gathering Sprees: enemies usually converge into clustered hot zones, such as with King Of The Hill or Oddball, making it easier to spam grenades and fire into the crowd; and enemies often become so focused on the objective that they stop playing defensively, racing out in the open toward the waypoint, and surprised when you ambush them before they get there. (Don’t go into the Hill, or grab the Oddball yourself: That’s a sure way to get fragged. You’ll be trading some scoring points in the game for the chance to earn a sizable cRedit bonus at the end of the day.)
    4. Avoid Juggernaut games, however; unless you’re the Jugs himself — in which case you’ve got a great chance to Spree. More likely, though, you’ll go through the entire match without a single kill, let alone five.
    5. If you’re really desperate, head into Invasion. There’s actually a Medal called a Spawning Spree, in which you allow a teammate to spawn on you five times without dying. Retarded? Yes, but it’ll notch you toward your Challenge. Just keep yourself away from the “territory” zones but in a tactically useful spot, and your teammates will thank you for it.

Just for reference, here’s the list of Multiplayer Sprees you’ll find among the Halo Reach medals. Most have three levels (5/10/15), though straight kills measure up to 40 (“Unfrigginbelievable!”).

  1. Assists
  2. Driving
  3. Grenade Stick
  4. Hammer
  5. Infection
  6. Juggernaut
  7. Kills
  8. Laser
  9. Shotgun
  10. Sniper
  11. Spawn
  12. Splatter
  13. Sword
  14. Zombie Killing

(Note that Hail To The King, although awarded for five kills within the Hill, does not itself count as a Spree medal, and so won’t register a second point in your Challenge count beyond your standard Spree.)

And from reader DrunkTankGunner:

For “TRIPLE THRILL” I found the easiest way is to play Infection and only use your shotgun for 5 kills in a row. Killing spree, shotgun spree, zombie killing spree, done and done.

The drawback, of course, is that you’ll be playing Infection. But for one game, I suppose we can manage. Thanks, Gunner!





Skulls On

Type: Completion
Setting: Campaign
Difficulty: Hard
Time: 90 to 180 minutes
Value: ★★★★
Reward: 14000

Complete Long Night Of Solace on Legendary with All Skulls On (LASO).

Tip Of The Day

As with most of the LASO Challenges, we have our standard warning: There’s really no other way to say this, but you’re probably never going to do this alone. (If you can handle a Legendary level solo without dying, though, 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, while it’s true that the game amps 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.

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

    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.
  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.

Whew! Quite a lot to keep in mind as you try to do the one of the Campaign’s hardest levels on its most extreme difficulty without dying once. To help you out, here’s a video walkthrough — done SOLO — that’s quite long (90 minutes) but well worth the watch if you get frustrated.