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.

***NEW WEEKLY CHALLENGE!***


VIDEO OF THE WEEK: MYTHIC MONDAY



The MXG lads over at the ManeX Gaming Channel on YouTube are in exams this week, so instead of our regular Video Of The Week from them I thought we’d post something directly related to the Challenges — a video walkthrough of the new Weekly, the Campaign mission The Package on the freakishly hard Mythic Difficulty. (Well, okay; the weekly is NQM — Not Quite Mythic — since that requires the Blind Skull and a Solo runthrough, but fer chrissakes it’s close enough.) The vid clip is full-on Mythic, though, so strap on your hip-boots: lots ‘o Covies are about to die.

Special Thanks to Shadowstrike1 for uploading his crazy runthrough. The Manex Monday feature returns next week, and our regular Screenshot Of The Day returns tomorrow. So, if you haven’t done it already, 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 random pix from the Internet; it should be a screenshot of YOU!


DAILY CHALLENGES


Summary

TYPES: Kills, Killstyle, Special Enemy, Special Weapon, Spree
SETTINGS: Any Game Mode, Campaign, Firefight, Multiplayer
AVERAGE DIFFICULTY: Grind
TOTAL TIME: 60-110 minutes
OVERALL VALUE: ★★★★
TOTAL CREDITS: 5100


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; 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.
THAT PINK MIST

Firefight

Special Weapon

Kills

Type: Special Weapon / Killstyle
Setting: Firefight
Difficulty: Grind
Time: 30-40 minutes
Value: ★★★
Reward: 1250

Kill 100 enemies with a Supercombine from the Needler or Needle Rifle in Firefight Matchmaking.

So, the Needler: An an unusual weapon ever since designers buffed it for Halo 2, with a Supercombine effect from needles microbursting after they strike; pin enough into a target, and the burst sets off a chain reaction for an instant-kill explosion. At the same time, though, this only works if enough hit before the first burst; stagger your shots, and you can empty an entire clip without ever triggering critical mass.

The effect also works differently on each class of enemy. Six needles will Supercombine a standard Grunt or Jackal; but Elites wear shields, so it requires seven to strip their protection before six more take them out. (And let’s not get started on Hunters.) But, at the rate the needles fire, it’s not like you can really keep count anyway.

The DMR Wannabe.

The Needle Rifle, meanwhile, Supercombines after only three shots against an unshielded opponent, but its autofire is pretty nerf — you can actually pull the trigger yourself just as fast. And, against an opponent without shields, why not just take a headshot and be done with it?

That said, it’s still pretty easy to Supercombine — particularly with the pistol, which features a homing reticule that aim-assists even stray shots while the circle stays red. This allows needles to bend around corners a bit, so you can dispatch an enemy even after you’ve lost line-of-sight.

Keep in mind, though, this actually works against you when firing into a pack: your reticule will flicker from one Covie to the next — especially as they maneuver under fire — meaning you might not successfully Supercombine any of them. It’s also a medium-distance weapon at best, so you’ll have to wade dangerously close to wild enemy fire rather than the much more sensible Needle Rifle strategy of picking off opponents from range.

The Halo 1 punchline, now packing some punch.


Yeesh! Already seems like a complete hassle, right? But wait, there’s more. In Firefight, most enemies – Grunts and Jackals – usually hit the dirt with remarkably little effort; in fact, until the Mythic Skull powers up, it’s pretty damn difficult to Supercombine a Grunt without accidentally killing him first. (Grunt leaders will sometimes hang on until the blast; standard Grunts, not so much.) So, unless you’ve got an open, uninterrupted shot, you might needle them to death inadvertently and miss the big blast.

With all that in mind, then:

  • Your best bet remains Firefight Arcade, which offers unlimited lives, unlimited ammo, spiffy overshields and — most importantly — two gametypes with more free Needles than a government giveaway program: FRGFight, which starts you with a standard Needler as your secondary, and PlasmaFight, which backs you up with a Needle Rifle.
  • You can still make significant progress toward this Challenge in any other Firefight that lets you pick up weapons: A scattering of Grunts will have armed themselves with basic Needlers, while Jackals remain otaku for the Rifle version, so you won’t have trouble finding these. But we’re not fans of the limited-ammo gametypes, since Needlers burn through ammo so alarmingly fast it’ll hardly seem worth it.

    A n00b combo, in a needle fight? Yep!

  • Elites, meanwhile, can be wily as hell in dodging fire; and, as noted above, they’re rocking Energy Shields, so you’d likely need a reload before a Supercombine even becomes possible. If you’re in a weapon-pickup gametype and hit a Wave of them, consider ditching one of your Needle weapons for a secondary Plasma Pistol; flash their Shields with an overcharge burst, then finish with the needle spray. When his Shields drop, the Dino will stand and howl in place like like a drag queen whose wig has been pulled off, making him an easy, stationary target.
  • Vote for wider, open maps, since enemy units will tend to spread out, giving you an opening to farm for Needle weapons without drawing fire from every Covenant on Reach. Plus you’ll be able to cut loose with an uninterrupted stream (Needler) or three steady shots (Rifle) without wandering around the middle of a plasma crossfire.
THE LITTLE GUYS

Campaign

Special Enemy

Kills

Type: Kills
Setting: Campaign
Difficulty: Grind
Time: 10-15 minutes
Value: ★★★★
Reward: 1000

Kill 75 Grunts in Campaign today on Normal or harder.

Load up any Campaign mission that opens with Grunts, then start making confetti. HRD remains partial to Winter Contingency’s Rally Point Bravo, where the Dropships spit out waves of Grunts in a steady stream, but really any level will do.

Once you’ve cleaned ’em out, simply reload the checkpoint, rinse and repeat.

DOUBLE NICKELS

Multiplayer

Single Match

Spree

Kills

Type: Kills / Spree
Setting: Multiplayer
Difficulty: Medium
Time: 15-45 minutes
Value: ★★★
Reward: 1500

Earn 2 Killing Sprees in a Multiplayer Matchmaking game.

This will be your singlemost engaging Challenge today, and the one you’ll spend the most time completing. Sprees — five-in-a-row medals, all without dying — can sometimes be a bit tricky to come by, often depending not just on your own skill but the skill of your opponents or the skill of your teammates, or both.

How and where you get these Sprees depends entirely on your playstyle. A few things to keep in mind as part of our standard Spree advice:

  • Armor Lock, hate it though you might, will probably become your best friend here, since it’ll prevent a lucky Plasma stick from resetting your Spree counter and generally save your ass in all sorts of tight spots. You know all those douchebags who you hate Armor Locking just as you’re about to score a kill? Well, now that’s you. Do you want the Challenge cRedits, or do you want to be popular? Yeah, thought so.
  • As a general principle, play defensively, since — tricky as this Challenge is — really all you need is 10 kills to register it, so there’s no need to go batshit on the battlefield. Stick with distance headshot weapons that’ll help you score kills from range while keeping you out of danger (yes, Sniper Rifle, we’re talking to you). Ignore the close-quarter Power Weapons like Hammers, Swords and Shotguns unless you’re particularly good at camping; if you are, you’ll get a Spree, and if you’re not, you’ll get a Plasma Grenade stuck to your head.

    Armor Lock: Be The Douchbag.

  • Since this Challenge requires that you score both in a single match, avoid straight Rumble Pit Slayer matches entirely: the low-kill-count threshold makes it difficult to shoehorn two separate runs before a player hits 25 kills — even if you’re the one to do it.
  • Ideally, spend your time in Objective-based Big Team Battle games and especially Invasion, since you’ll only have a timer to contend with rather than a kill-count limit. You’ll also find more enemies to target and a greater likelihood of vehicles, which make Multikills (and thus Sprees) more typical no matter which side of the headlights you’re on.
  • In fact, while it’s true that Reach has nerfed most vehicles into rolling deathtraps, making it likely that you’ll eventually get blown to bits (by gunfire, Armor Lock, a flying traffic cone), they still remain useful for a few essential kills on their way to the scrapyard, especially against other vehicles. Hop in a Wraith or Revenant and play conservatively, waiting for the other team to make its rush; you can score single- or Double-Kills against guys on the ground, Doubles and Triples against other vehicles, and even boost for splatters when the need arises.
  • Objective games, especially on smaller maps, remain 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 in the open toward the Waypoint, and surprised when you ambush them before they get there. (Just don’t go into the Hill, or grab the Oddball yourself: That’s a sure way to get fragged and lose your Spree. You’ll be trading off some points in the game, but the Challenge bonus will more than make up for it.)

    The Sniper Rifle. AKA El Spree-o.

  • NOTE, however: In Objective games, the counter for Sprees doesn’t carry over from Round to Round. Thus, get four kills in each Round of 1-Flag game without dying, and you won’t score any Sprees for the match even though you went 16-0. Contrast this with Invasion, which uses Phases set up separate and apart from Rounds, and in which the counter does in fact carry over from Phase to Phase.
  • If you’ve got a friend — or, even better, a group of friends — you can cooperate to score this Challenge together. Head into Multiteam with partners, or one of the Team Slayer playlists, and designate one player (such as yourself) to score the kills while teammates melee or plasma-burst to set up a headshot. Once the VIP has notched two Sprees, you can rotate to the next player, protecting him as you earn some Assists for your effort.
  • And, as a FINAL POINT: If you’re unlucky enough to have the Host migrate during your match, you current Spree is indeed screwed. When the game restarts, any completed Spree will remain, but your present kill-streak will reset to zero, no matter how close you were before. It can’t be avoided, so just deal with it; and at least you can go get more Sniper ammo now.

WEEKLY CHALLENGE


THE PACKAGE: LASO

Campaign

Legendary

Skulls On

Type: Completion
Setting: Campaign
Difficulty: Hard
Time: 90 to 180 minutes
Value: ★★★★
Reward: 17000

Complete The Package on Legendary with All Skulls On (LASO).

NEW WEEKLY CHALLENGE!

Tip Of The Week

As with most of the LASO Challenges, we have our standard warning: You’re probably never going to do this alone, and if you can handle a Legendary level by yourself without dying, you don’t need any advice from here. Otherwise, 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 here, so we’re going to turn the microphone over to the Mythic Master — the jacket-strapped lunatic who invented the SLASO runs, Tyrant himself — and his in-depth guide posted on Halo.Bungie.Org, where the HRD Challenge Report written by Associate Editor Foxman FX appears each day.

Meanwhile, the LASO/L.D. (Legendary Difficulty) Challenges have cycled into the regular rotation so often that we’ve gone and created a permanent standing page of all of our standard strategies for tackling the game on its hardest setting, no matter which Challenge or part of the Campaign. Check it out!

And, of course, don’t forget to watch our Video Of The Week for a complete runthrough, done SOLO, and with the Blind Skull on too. It’s a bit long (about 70 minutes) but well worth the watch if you get frustrated.

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