Posts Tagged ‘any game mode’

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


DEFIANT SCREENSHOT OF THE DAY: oceanwave808


DEFIANT SCREENSHOT OF THE DAY today courtesy of oceanwave808, surfing the low-G’s on Condemned. Thanks, Ocean! 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, Killstyle, Special Weapon, Spree
SETTINGS: Any Game Mode, Multiplayer
AVERAGE DIFFICULTY: Easy
TOTAL TIME: 40-60 minutes
OVERALL VALUE: ★★★★☆
TOTAL CREDITS: 4900

(more…)

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


DEFIANT SCREENSHOT OF THE DAY today courtesy of Ozymandias219, rocking some serious Inclement Weather recon aboard Condemned. Thanks, Ozzy!

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, Killstyle, Multikill, Special Weapon
SETTINGS: Any Game Mode, Firefight
AVERAGE DIFFICULTY: Grind
TOTAL TIME: 35-45 minutes
OVERALL VALUE: ★★★★★
TOTAL CREDITS: 4450

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, so no point duplicating your efforts. 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.
HYPER LETHAL VECTOR

Firefight

Headshot

Type: Killstyle
Setting: Firefight
Difficulty: Grind
Time: 10 minutes (Concurrent with Killagruntjaro! challenge)
Value: ★★★★★
Reward: 1000

Kill 100 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.

    Tip Of The Day

  • You’re going to get a Target Locator as part of your Ordinance Drop (unless you’re on Corvette, where you’ll probably get a laser). Yes, yes, yes…you’re going to be tempted to use it to watch a killionaire worth of Grunts explode. Your orders here, Spartan, are: DON’T. You’re going for headshots here, and only about 120 Grunts will waddle to doom in each Gruntpoc match. Some will accidentally kill each other, or themselves, or both. This leaves more than enough for your Challenge, but not enough if you’ve burned through two dozen with missiles from God.

    Instead, nail 100 of the little tykes with Birthday bullets, successfully clear the Challenge, and THEN finish off the match with some glorious skyfire. It’ll be certain to wrap up your Killagruntjaro! Challenge (see below), as well as be your best Gruntpocalypse finale ever.
KILLAGRUNTJARO!

Firefight

Single Match

Multikill

Type: Multikills
Setting: Firefight
Difficulty: Easy
Time: 10 minutes (Concurrent with Hyper Lethal Vector Challenge.)
Value: ★★★★★
Reward: 1000

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 on Score Attackto do this at the same time as Hyper Lethal Vector. It’s 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 Firefight Arcade match — we prefer FRGFight, though smashing the hell out of Covies with Overshields and a Gravity Hammer gives us a boner too. Or, you can choose Nadefight, and pull pins through your Blast Radius Challenge (see below) as well. If you’ve got the extra time, then by all means spin the wheel.

BLAST RADIUS

Firefight

Special Weapon

Type: Special Weapon
Setting: Firefight
Difficulty: Grind
Time: 15-20 minutes (Concurrent with other Firefight Challenges)
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 Challenges — 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?)


WEEKLY CHALLENGE


CLEAR EYES, FULL HEARTS

Multiplayer

Win

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.

TAKE NOTE, however: Despite what it may say on your Reach game stats page over at Bungie.net, 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.

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


DEFIANT SCREENSHOT OF THE DAY: Ender Xer0


Yo Spartans! To mark the release of the spiffy new Defiant Map Pack we’re running Screenshots from the DLC all throughout our return week. Glad too see the Pillar of Awesome out of drydock and HRD up and running again? Snap some Defiant Screenshots and get yourself on the Front Page!

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: Completion, Kills, Sprees
SETTINGS: Any Game Mode, Campaign, Firefight, Multiplayer
AVERAGE DIFFICULTY: Easy / Grind
TOTAL TIME: 2-4 hours
OVERALL VALUE: ★★★★
TOTAL CREDITS: 10250

Yow! Huge cRedit bonuses today! Thx, Bungie!

LIGHT FARE

Any Mode

Kills

Type: Kills
Setting: Any Game Mode
Difficulty: Easy
Time: 5 minutes
Value: ★★★★★
Reward: 1000

Kill 100 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, so no point duplicating your efforts. 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.

JUST HOLD ON . . .

Firefight

Zero Deaths

Type: Completion
Setting: Firefight
Difficulty: Grind
Time: 120-240 minutes
Value: ★★★
Reward: 1750

Complete 10 Rounds in Firefight Matchmaking without dying.

This Challenge used to be MUCH more difficult in the days before Firefight Arcade; your best bet was five perfect waves of Gruntpocalypse, and getting tagged by the occasional stray Plasma would end your run (and fun) pretty damn fast. Now, however, the gift and glory of Overshields will almost always carry you through at least the first Round of the match, not to mention the ridiculously hilarious power weapons at your command.

Still, with Mythic-powered Hunters, Hammer Brutes and Heretic Snipers all populating the later Waves, it’s unlikely you’ll always make it through all three Rounds perfectly — so you’ll be killing time at the same time that you’re killing Covies as you wait for the match to end, since your first death will stop the Challenge’s Round-counter, even if you survive later Rounds unscathed.

Because of that, you’re looking at likely at least five separate Firefight matches, and possibly more, to register this Challenge. That’s quite an investment for such an emaciated Challenge bonus, and we might even consider skipping the Challenge entirely if we didn’t find Firefight Arcade such a goddamn riot.

Meanwhile, though it’s a bit outdated — written before the Firefight playlist upgrade — check out our Finish The Firefight permanent page for an in-depth guide to Zero Deaths; it should still give you enough good advice for racking up the Rounds — and eventually the Challenge.

L.D. WINTER

Campaign

Zero Deaths

Skulls On

Type: Completion
Setting: Campaign
Difficulty: Medium
Time: 30-60 minutes
Value: ★★★★
Reward: 5000

Complete Winter Contingency on Legendary without dying, with Mythic, Thunderstorm, Tilt and Tough Luck on.

Tip Of The Day

Wait. What? Didn’t we just do one of these yesterday? And shouldn’t this one have come first? OK, whatever. For 5,000 cR, we won’t complain.

Though this level remains more welcoming to solo excursions — as the campaign’s first mission, it’s by design the easiest — it’s still better to tackle it in co-op, since the Skulls (see below) make it challenging enough already; you don’t get any gold stars for making life more difficult.

So, much the same recommendations as yesterday, though with prospects not quite as bleak. Once again, four Skulls on. Let’s take a look:

Mythic doubles enemy health. Thunderstorm upgrades their rank — which, ha ha, combines anti-awesomely with Mythic. Tough Luck helps enemies evade damage, while Tilt modifies the damage tables, generally in Covenant favor against Spartan weapons. So, basically, just about everything the game could do to make the Covies as invulnerable as possible without involving the planet Krypton.

On the other hand, Winter Contingency, while not only being easier than most missions, offers wide-open geography that helps your front-line fighters skirt past most encounters, while giving weaker players the opportunity to *ahem* “guard the rear flank” and Checkpoint forward once the danger has passed. So, while it’s true that the game scales up the difficulty for more players in co-op mode, you’ll want the extra guns at your side; otherwise, it’ll could be a very long day of level Reloads.

ONE IMPORTANT NOTE: If you don’t make it through the level alive, you can’t just hit Restart; you’ll need to Save-And-Quit, then reopen the level. Otherwise, it’ll still read your progress as Challenge Failed.

OK then. We don’t have room here for a detailed walkthrough, so instead keep in mind some strategies that help on Legendary difficulty no matter which mission:

    Legendary

  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 Challenge requires zero deaths, 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. Just work closely with your teammates and you’ll do fine. Good luck!

STREAKY SHOOTER

Multiplayer

Spree

Type: Spree
Setting: Multiplayer
Difficulty: Grind
Time: 90-120 minutes
Value: ★★★☆
Reward: 2500

Earn 10 sprees in Multiplayer Matchmaking.

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. 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 has Phases set up separate and apart from Rounds, and in which the counter does carry over from Phase to Phase.
  • 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 yourself. You’ll be trading some scoring points in the game for the chance to earn a sizable cRedit bonus by 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 or any Big Bro game. There’s actually a Medal called a Spawn 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 Invasion “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.)


WEEKLY CHALLENGE


CLEAR EYES, FULL HEARTS

Multiplayer

Win

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.

TAKE NOTE, however: Despite what it may say on your Reach game stats page over at Bungie.net, 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.

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



And we’re back.

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: Assists, Completion, Kills, Wins
SETTINGS: Any Game Mode, Campaign, Firefight, Multiplayer
AVERAGE DIFFICULTY: Easy
TOTAL TIME: 120-240 minutes
OVERALL VALUE: ★★★★
TOTAL CREDITS: 8800

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, so no point duplicating your efforts. 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.

A FRIEND IN NEED

Firefight

Assists

Type: Assists
Setting: Firefight
Difficulty: Grind
Time: 20-30 minutes
Value: ★★★
Reward: 1000

Earn 10 assists in Firefight Matchmaking.

This is actually much harder than it sounds, though made more manageable by the relatively low number needed. 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 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 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 for a teammate to 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 lost to 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 offers a candy store of options for notching Assists; we prefer Nadefight, which arms you with an EMP pipe for crashing 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, go in with a friend if possible; coordinating with a partner will cut down on 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.
  • L.D. SPEAR

    Campaign

    Zero Deaths

    Skulls On

    Type: Completion
    Setting: Campaign
    Difficulty: Hard (solo) / Medium (co-op)
    Time: 45-120 minutes
    Value: ★★★
    Reward: 5000

    Complete Tip of the Spear on Legendary without dying, with Mythic, Thunderstorm, Tilt, and Tough Luck on.

    Tip Of The Day

    And you thought you would be spending your day with the Defiant Map Pack. Ha ha ha.

    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.) This one’s practically a Weekly Challenge, and while it’s not quite Mythic difficulty — LASO/SLASO requires virtually all Skulls on — 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 completionist psychological defect. The 5K bonus is in the penthouse of daily cR rewards, 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 half an hour on the new Defiant maps (and without the aggravation).

    Still with us? Good. OK, four Skulls on. Let’s take a look: Mythic doubles enemy health. Thunderstorm upgrades their rank — which, ha ha, combines anti-awesomely with Mythic. Tough Luck helps enemies evade damage, while Tilt modifies the damage tables, generally in Covenant favor against Spartan weapons. So, basically, just about everything the game could do to make the Covies a massive pain in the ass to kill.

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

    ONE OTHER NOTE: If you don’t make it through the level alive, you can’t just hit Restart; you’ll need to Save-And-Quit, then reopen the level. Otherwise, it’ll still read your progress as Challenge Failed.

    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:

      Legendary

    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 Challenge requires zero deaths, 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:


    UN, DEUX, TROIS

    Multiplayer

    Win

    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.


    WEEKLY CHALLENGE


    CLEAR EYES, FULL HEARTS

    Multiplayer

    Win

    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 today’s Un, Deux, Trois Challenge required three wins, you’ll already be almost halfway there. And, since 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.

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

    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.


    SCREENSHOT OF THE DAY


    SCREENSHOT OF THE DAY: x Stilus Equus x

    Screenshot Of The Day today courtesy of x Stilus Equus X, with our choice inspired by today’s Challenge, Now I Have A Machine Gun. (Yes, we know it’s a turret. Would YOU like to explain that to the hail of bullets?) Everyone, click to enlarge!

    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: Assists, Completion, Kills, Special Weapon, Zero Deaths
    • SETTINGS: Any Game Mode, Campaign, Multiplayer
    • AVERAGE DIFFICULTY: Grind
    • TOTAL TIME: 120-140 minutes
    • AVERAGE VALUE: ★★★★★
    • TOTAL CREDITS: 13000

    Holy Christmas, Batman! That’s gotta be a new cRedit record! (Everyone, keep an eye on your Daily cRedit limit!)

    SHOOTIN’ AND LOOTIN’

    Any Game Mode

    Kills

    Type: Kills
    Setting: Any Game Mode
    Difficulty: Easy
    Time: 5 minutes
    Value: ★★★★★
    Reward: 1500

    Kill 150 enemies in any game mode in Reach.

    Take on this one last. You’ll rack up most kills simply by tackling today’s other Challenges, so no point duplicating your efforts. For your leftovers, our standard recommendations:

    • By far the most convenient carnage can be found 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.
    SECONDARY FIRE

    Multiplayer

    Assists

    Type: Assists
    Setting: Multiplayer
    Difficulty: Grind
    Time: 60-90 minutes
    Value: ★★★★★
    Reward: 4000

    Earn 25 assists today in Multiplayer Matchmaking.

    You’ll work this at the same time that you autofire your way to the Now I Have A Machine Gun Challenge (though different enemies, obviously). Other than that, our regular spiel: Working toward Assists can always be a hassle, since your natural instincts and gaming skills focus on putting down your enemies, not passing the kill off to another player. Nobody makes the highlight reel by almost scoring 25 times.

    Despite that, Bungie intends to pay you today to help out other players who haven’t really earned it by cashing in on your setup. Click on the Assist-O-Rama permanent link at the top of the page for our in-depth guide to Not Closing The Deal.

    NOW I HAVE A MACHINE GUN

    Multiplayer

    Special Weapon

    Kills

    Type: Kills
    Setting: Multiplayer
    Difficulty: Grind
    Time: 90-120 minutes
    Value: ★★★☆
    Reward: 2500

    Earn 100 kills with automatic weapons in Multiplayer Matchmaking.

    Yet another simple Challenge that you’ll notch just by playing enough, though you’ll also be able to work the Secondary Fire Challenge at the same time (though not the same opponents).

    Automatic weapons include not just your trusty Assault Rifle, but also Covie Needlers and Plasma Rifles and Repeaters. (The Needle Rifle also 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.
    MOSTLY AT NIGHT

    Campaign

    Legendary

    Zero Deaths

    Type: Completion / Zero Deaths
    Setting: Campaign
    Difficulty: Medium
    Time: 10-15 minutes
    Value: ★★★★★
    Reward: 5000

    Complete Nightfall on Legendary without dying.

    So, Bungie is just about daring you to power through this using the Midnight Run. If you’re a regular reader of this site, you know what’s coming; if not, well — you’re gonna love this.

    After assassinating the initial Elite, the Midnight Run lets you Sprint your way through almost the entire level, meleeing an occasional Grunt or Jackal, with only a small amount of gunfire when you reach the bridge to Powerhouse. There’s an absolute GEEEnius maneuver you’ll pull off with the forklift (yes, the forklift!), and you won’t even encounter the Hunters at all.

    Here’s a video of the route, completed on Legendary, and with ALL Skulls on, too; the guy in it wraps it up in five minutes, but even if Forky doesn’t immediately cooperate, you should still finish it in under ten.

    If you’ve never done it before, you’ll probably hit a few crash-and-burns before you thread the needle; the good news is that you’re most likely to meet your fail at the level’s opening, so you won’t lose much of anything in a restart. (Just make sure to Save And Quit, rather than a reload, since the Challenge can be twitchy this way.) And, if you’re struggling, pay close attention to when the Runner hits Sprint and where he pauses for a break; when it comes to outracing Legendary, timing can be everything.


    WEEKLY CHALLENGE


    MULTIPLICATIVE

    Multiplayer

    Multikill

    Type: Multikills
    Setting: Multiplayer
    Difficulty: Hard
    Time: Yeah, it’s time.
    Value: ★★
    Reward: 5000

    Earn 200 Multikills in Multiplayer Matchmaking this week.

    Tip Of The Day

    Okay, relax. This isn’t as hard as it sounds; it’s actually harder, and recognizing that is your key to completing it. Because if you don’t get started today, and don’t work on it every day, you’re never going to finish.

    Two-hundred Multikills works out to just under 30 a day, meaning you’ll need to play a scary amount of games, and score Multikills in just about all of them, to cross the finish line in time. It’s both a daily sprint and a weekly marathon; and while we’d never actually instruct anyone to skip a Challenge, you’ll need to think hard and long (but not too long) before you decide to tackle this.

    In other words: if you don’t have the time, or the patience, or a spouse/significant other/British manservant to bring you dinner at the TV and fork it into your mouth while you mash the color off your controller buttons, this might be the week to instead learn Halo Wars.

    So, scared you off yet? No? GOOD. You’re a goddamn Spartan, bitch. You’ve had a lifetime of Jedi training, you’ve struck down countless Covenant with Great Vengeance and Furious Anger and loved every fucking second of it. Leave that can’t-do-it Playstation shit at home, and get to work.

      KILLIONAIRE: The Ultimate Multikill

    • If you’re flying solo, start with Rumble Pit. More enemies on smaller maps = more Multikills.
    • Vote for gametypes on small, tight maps that encourage enemies to converge into single flashpoints: King Of The Hill and Oddball, for example. Spam grenades into the hotzone, followed by DMR or Magnum headshots and the occasional coup-de-grace melee rush. Avoid the area yourself, however; no sense adding your corpse to the fiesta.
    • Juggernaut represents a mixed bag: If you’ve got the Hammer, you’ll have an excellent opportunity to skullcrush your way to multiple Multikills. If you’re not Jugs, you won’t be able to score any. Seek out power weapons like Rockets that can deal massive damage to the Juggernaut from a distance; and even without them, steer clear of close-combat to nickel-and-dime your target from range — if you’re lucky, you’ll score the last shot, and get the Hammer for your efforts.
    • If you can get with a friend, head into Multi-Team; it’s like Rumble Pit With Partners, and your enemies usually travel in pairs, making them choice Double-Kills. Coordinate with your teammate: team-shoot one enemy, then whoever doesn’t score the final shot can melee or plasma-burst the second, setting up a Multikill.
    • Big Team Battle and Invasion also offer prime Multikill targets: a vehicle with passenger, or a pair of enemies in the unlock zone of an Invasion phase, for example. Your main problem will not be enemies, but allies: with so many players on each side, you’ll have considerable competition to actually score the kills.

    NOTE: Unlike some of the Challenges from last month, chaining Multikills together here WILL register multiple points on your Challenge meter. The coding counts Medals, not actual kills; so, while a previous Overkill might not register a second Double-Kill Medal — and thus counted as only one point for a DK Challenge — this Challenge registers ANY Multikill Medal. This means a Double-Kill that stacks into a Triple-Kill and eventually an Overkill nets you three Challenge points, not just one. Yow!

    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.


    SCREENSHOT OF THE DAY


    SCREENSHOT OF THE DAY: Ender Se7en

    Screenshot Of The Day this morning courtesy of Ender Xe7en (yes, we’re all a clan; want to join? Change your name to Ender) who shows that you don’t need explosions or special FX to create a strong action portrait. Thanks, Sev! Everyone, click to enlarge!

    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: Completion, Kills, Wins
    • SETTINGS: Any Game Mode, Campaign, Multiplayer
    • AVERAGE DIFFICULTY: Easy
    • TOTAL TIME: 130-165 minutes
    • AVERAGE VALUE: ★★★★☆
    • TOTAL CREDITS: 6000

    SHOOTIN’ AND LOOTIN’

    Any Game Mode

    Kills

    Type: Kills
    Setting: Any Game Mode
    Difficulty: Easy
    Time: 5 minutes
    Value: ★★★★★
    Reward: 1000

    Kill 100 enemies in any game mode in Reach.

    Take on this one last. You’ll rack up most kills simply by tackling today’s other Challenges, so no point duplicating your efforts. For your leftovers, our standard recommendations:

    • By far the most convenient carnage can be found 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.

    GUNSLINGER

    Multiplayer

    Kills

    Type: Kills
    Setting: Multiplayer
    Difficulty: Easy
    Time: 20-25 minutes
    Value: ★★★★★
    Reward: 1000

    Kill 40 enemies in Multiplayer Matchmaking.

    Unless you manage to notch 10 wins with an average of less than four kills per game, you’ll pocket this one without even noticing, as part of the Who’s The Big Winner Challenge (below). Congratulations! Please accept our Broken Controller Award for wins while AFK.

    If, however, you’re pressed for time and only targeting a few easy cRedit rewards today, you’ve got an otherwise a basic, straightforward Challenge here — how long it takes simply depends on which playlists you prefer and how good you are at them. So, our standard recommendations:

    • Your best bet remains Rumble Pit (solo) or Multi-Team (partners), since the kills come fast and furious and you don’t need to worry about K/D — both the game and the Challenges only count kills, not deaths, so trading one-for-one with double-melees will rack up points while scattering your own deaths (more or less) among other players.
    • Most Pit/Multi-Team Objective games (King Of The Hill, Oddball, etc.) can also rapidly increase your kill-count — they concentrate combat into small zones, making it easier to spam grenades, death-blossom your Assault Rifle or pickpocket kills from a gunbattle between other players. You’ll also be able to chart some serious Multikill action for the Weekly Multiplicative Challenge.
    • Skip the Pit’s Juggernaut, however — a low-kill-count option that can leave you with no points at all.
    • For a change of pace, head over to one of the Team Slayer playlists (Slayer, Swat, Snipers). Avoid Team Objective, since these usually take longer and generate fewer kills.
    JUST A SHOWER

    Campaign

    Skull On

    Type: Completion
    Setting: Campaign
    Difficulty: Easy
    Time: 10-15 minutes
    Value: ★★★★★
    Reward: 2000

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

    You’ve seen these type of Challenges before, so you’ve seen these recommendations before. But, just in case you’re new, or need a refresher, let’s revisit.

    OK, only one Skull on, so let’s take a look: Thunderstorm upgrades enemies to the next difficulty class; but, at the end of the day, a headshot is still a headshot, and the N00b combo works just as well on officers as infantry. And, where we’re going, it’ll hardly make a difference:

    Decide ahead of time if you intend to go in solo or co-op. If flying solo, your best bet will be the Midnight Run on Nightfall. (Never done the Midnight Run? Oh, you’ll love this.)

    • After assassinating the initial Elite at the opening of the mission, you’ll Sprint your way through almost the entire level, skirting the perimeter of the map, meleeing an occasional Grunt or Jackal as you go with only a small amount of gunfire when you reach the bridge to Powerhouse.
    • There’s an absolute GEEEnius maneuver with the forklift (yes, the forklift!), and you won’t even encounter the Hunters at all. The upgrades to enemy rank will hardly figure in, since you’ll spend most of the level along the perimeter, Sprinting at a full clip.
    • Here’s a video of the complete route — the guy here finishes the level in five minutes, and that’s with ALL Skulls on; but even if Forky doesn’t immediately cooperate, you should still wrap it in under ten.


    On co-op, the Challenge becomes even easier. You’ve got a couple of solid options, but we prefer either New Alexandria or Winter Contingency.

    As the Campaign’s first playable level, Winter Contingency is by design the easiest, and the open-ended geography allows players to bypass most encounters entirely.

    • In fact, after the first faceoff with the Covenant, players can Sprint past the next skirmish, off the small cliff that leads to the Warthogs, then drive directly to the firefight at the last compound before the Falcons arrive; other than the occasional bloodthirsty Moa, you’ll hardly encounter any gunplay at all. (You can even skip most of the first clash, if you’re quick about it.)
    • The Falcons take you straight to another firefight at the final building of the level. From there, you need only dispatch a few butch Elites and their entourage to reach the level-ending cutscene.

    New Alexandria, meanwhile, features long stretches of aerial combat unaffected by the rank of your enemies; when you destroy a Banshee, it’ll be the explosion that kills the pilot, not your gunfire, so his corpse will tumble from the sky no matter what style armor he’s wearing.

    • When you need to take an Objective on foot (three times total), leave one teammate behind with the Falcons. Most of the time you’ll simply be able to Sprint past enemies to reach the Objective switches; but in any event, the real hardcore combat only occurs once you’ve hit the switch and reinforcements storm your location.
    • Hey, look at that! If you get killed, you simply respawn back up with the teammate who’s making sure no one steals the Falcon’s hubcaps. Hop back in the choppers, job done.
    WHO’S THE BIG WINNER?

    Multiplayer

    Win

    Type: Wins
    Setting: Multiplayer
    Difficulty: Grind
    Time: 120-150 minutes
    Value: ★★★☆
    Reward: 2000

    Win 10 games in Multiplayer Matchmaking.

    Not much to say; play enough games and you’ll rack up 10 wins.

    Tip Of The Day

    However, take note: Despite what it may say on your Reach game stats page over at Bungie.net, simply finishing in the top half of a Rumble Pit or Multi-Team game will NOT register as a win for your Challenge progress here — you’ll need to place First, or not at all. (Yes, it’s an annoying inconsistency from Bungie; like that’s never happened before.) Also note: Avoid any Team Objective gametype that frequently ends in a tie — Capture The Flag and Assault, for example — since although your game score counts it as a win for both sides, the Daily Challenge does NOT. (Yes, it’s an annoying inconsistency from Bungie; like that’s– ah, never mind.)

    Both of these glitches mean that the Team Slayer playlists 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 looking to work in some Multikills for the Weekly Challenge, try out SWAT: No Shields means you can double-tap twin headshots against enemies traveling together, as they often do.
    • 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.

    WEEKLY CHALLENGE


    MULTIPLICATIVE

    Multiplayer

    Multikill

    Type: Multikills
    Setting: Multiplayer
    Difficulty: Hard
    Time: Yeah, it’s time.
    Value: ★★
    Reward: 5000

    Earn 200 Multikills in Multiplayer Matchmaking this week.

    Okay, relax. This isn’t as hard as it sounds; it’s actually harder, and recognizing that is your key to completing it. Because if you don’t get started today, and don’t work on it every day, you’re never going to finish.

    Two-hundred Multikills works out to just under 30 a day, meaning you’ll need to play a scary amount of games, and score Multikills in just about all of them, to cross the finish line in time. It’s both a daily sprint and a weekly marathon; and while we’d never actually instruct anyone to skip a Challenge, you’ll need to think hard and long (but not too long) before you decide to tackle this.

    In other words: if you don’t have the time, or the patience, or a spouse/significant other/British manservant to bring you dinner at the TV and fork it into your mouth while you mash the color off your controller buttons, this might be the week to instead learn Halo Wars.

    So, scared you off yet? No? GOOD. You’re a goddamn Spartan, bitch. You’ve had a lifetime of Jedi training, you’ve struck down countless Covenant with Great Vengeance and Furious Anger and loved every fucking second of it. Leave that can’t-do-it Playstation shit at home, and get to work.

    • If you’re flying solo, start with Rumble Pit. More enemies on smaller maps = more Multikills.
    • Vote for gametypes on small, tight maps that encourage enemies to converge into single flashpoints: King Of The Hill and Oddball, for example. Spam grenades into the hotzone, followed by DMR or Magnum headshots and the occasional coup-de-grace melee rush. Avoid the area yourself, however; no sense adding your corpse to the fiesta.
    • Juggernaut represents a mixed bag: If you’ve got the Hammer, you’ll have an excellent opportunity to skullcrush your way to multiple Multikills. If you’re not Jugs, you won’t be able to score any. Seek out power weapons like Rockets that can deal massive damage to the Juggernaut from a distance; and even without them, steer clear of close-combat to nickel-and-dime your target from range — if you’re lucky, you’ll score the last shot, and get the Hammer for your efforts.
    • If you can get with a friend, head into Multi-Team; it’s like Rumble Pit With Partners, and your enemies usually travel in pairs, making them choice Double-Kills. Coordinate with your teammate: team-shoot one enemy, then whoever doesn’t score the final shot can melee or plasma-burst the second, setting up a Multikill.
    • Big Team Battle and Invasion also offer prime Multikill targets: a vehicle with passenger, or a pair of enemies in the unlock zone of an Invasion phase, for example. Your main problem will not be enemies, but allies: with so many players on each side, you’ll have considerable competition to actually score the kills.

    NOTE: Unlike some of the Challenges from last month, chaining Multikills together here WILL register multiple points on your Challenge meter. The coding counts Medals, not actual kills; so, while a previous Overkill might not register a second Double-Kill Medal — and thus counted as only one point for a DK Challenge — this Challenge registers ANY Multikill Medal. This means a Double-Kill that stacks into a Triple-Kill and eventually an Overkill nets you three Challenge points, not just one. Yow!

    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.


    SCREENSHOT OF THE DAY


    SCREENSHOT OF THE DAY: Leon77Leon

    Yep, it’s the return of That Pink Mist! (Seriously, it is. Go check the Challenges.) A bitchin’ Screenshot Of The Day this morning courtesy of Leon77Leon. Thanks, Leon! Everyone, click to enlarge! (Legal Notice: Pink is not actually bitchin’.)

    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: Completion, Kills, Killstyle, Special Weapon, Zero Deaths
    • SETTINGS: Any Game Mode, Campaign, Firefight
    • AVERAGE DIFFICULTY: Grind
    • TOTAL TIME: 75-80 minutes
    • AVERAGE VALUE: ★★★★☆
    • TOTAL CREDITS: 9000

    Wow, is that the highest cRedit bonus total ever? Could be!

    BLASTIN’ AND RELAXIN’

    Any Game Mode

    Kills

    Type: Kills
    Setting: Any Game Mode
    Difficulty: Easy
    Time: 5 minutes
    Value: ★★★★★
    Reward: 2000

    Kill 180 enemies in any game mode in Reach.

    Take on this one last. You’ll rack up most kills simply by tackling today’s other Challenges, so no point duplicating your efforts. For your leftovers, our standard recommendations:

    • By far the most convenient carnage can be found 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.

    COVENANT-CIDE

    Firefight

    Kills

    Type: Kills
    Setting: Firefight
    Difficulty: Easy
    Time: 30 minutes (Concurrent with That Pink Mist)
    Value: ★★★★★
    Reward: 1000

    Kill 90 enemies in Firefight Matchmaking.

    Move along. Nothing to see here. These aren’t the Grunts you’re looking for.

    Your chances of scoring the Pink Mist Challenge (below) without pocketing this at the same time rank somewhere between absolute zero and bullshit-no-way-you-boosting-haxxor; but, if by some stroke of lightning, you still have points left to register on this — and if you do, you’ve just blown your karma on Halo instead of a lottery ticket — simply fire up a Gruntpocalypse in Score Attack for whatever’s left.

    MOSTLY AT NIGHT

    Campaign

    Legendary

    Zero Deaths

    Type: Completion / Zero Deaths
    Setting: Campaign
    Difficulty: Medium
    Time: 10-15 minutes
    Value: ★★★★★
    Reward: 5000

    Complete Nightfall on Legendary without dying.

    So, Bungie is just about daring you to power through this using the Midnight Run. If you’re a regular reader of this site, you know what’s coming; if not, well — you’re gonna love this.

    After assassinating the initial Elite, the Midnight Run lets you Sprint your way through almost the entire level, meleeing an occasional Grunt or Jackal, with only a small amount of gunfire when you reach the bridge to Powerhouse. There’s an absolute GEEEnius maneuver you’ll pull off with the forklift (yes, the forklift!), and you won’t even encounter the Hunters at all.

    Here’s a video of the route, completed on Legendary, and with ALL Skulls on, too; the guy in it wraps it up in five minutes, but even if Forky doesn’t immediately cooperate, you should still finish it in under ten.

    If you’ve never done it before, you’ll probably hit a few crash-and-burns before you thread the needle; the good news is that you’re most likely to meet your fail at the level’s opening, so you won’t lose much of anything in a restart. (Just make sure to Save And Quit, rather than a reload, since the Challenge can be twitchy this way.) And, if you’re struggling, pay close attention to when the Runner hits Sprint and where he pauses for a break; when it comes to outracing Legendary, timing can be everything.

    THAT PINK MIST

    Firefight

    Special Weapon

    Kills

    Type: Killstyle / Special Weapon
    Setting: Firefight
    Difficulty: Grind
    Time: 30 minutes
    Value: ★★★☆
    Reward: 1000

    Kill 70 enemies with a Supercombine from the Needler or Needle Rifle in Firefight Matchmaking.

    We just had the pleasure of a Pink Mist Challenge two days ago (seriously, Bungie? WTF?), and the HRD intel for it runs a bit long (seriously, HRD? WTF?); so, rather than reprinting it all again, we’ll just link to it for you so you can scroll down and peruse it at your leisure. In the meantime, we’ll instead turn the floor over to some Reader Mail, which had an entire clipful of useful suggestions of their own.

    From Slidercleo:

    For the Needler Challenge, I use Gruntpocalypse on Corvette. Get up on one of the platforms spawn-side and let the little guys funnel to you. Steal a Needler and then repeat. As they come up the ramp you can get a good line on them, and they can’t dodge so you won’t miss and blow the Supercombine. Just let them come to the bottom of the ramp and you should have plenty of ammo to pick up — easier than playing with randoms that steal all your kills. It’ll save you time and frustration.

    And from V Translanka:

    I never picked up a Needler for That Pink Mist and got it pretty quickly. With its increased accuracy compared to the Needler, you actually can use the Needle Rifle to pop Grunts & Jackals in the feet to Supercombine. Only once or twice did I accidentally headshot a fleeing Grunt or explode one of their methane tanks (or got annoyed at how many Jackals were approaching and just went for a few headshots). Plus, when held down for auto the Needle Rifle loses little accuracy and rapid-fires at a decent rate.

    Thanks for coming up, guys! Let’s get the party started!


    WEEKLY CHALLENGE


    NOT IN THE FACE

    Campaign

    Skull On

    Type: Completion
    Setting: Campaign
    Difficulty: Easy
    Time: 10-15 minutes (Concurrent with Mostly At Night Challenge)
    Value: ★★★★★
    Reward: 4000

    Complete any Campaign mission on Heroic in 30 minutes with Black Eye on.

    Tip Of The Day

    You’ll find almost everything you need to know about completing this Challenge in today’s Mostly At Night entry. The one addition will be the Black Eye Skull, so let’s take a look: Black Eye disables your shield recharge, unless and until you melee an opponent. A bit retarded, yeah? OK, so it doesn’t make much sense, but it’s been around a long time; kind of like Ozzie Osbourne, neckties, and nipples on men. It is what it is, so don’t ask.

    So, the only real difference is that, like a teenage boy, you’ll need to smack a Grunt every now and again to freshen yourself up — and…that’s about it. After a couple of Weekly Challenges that actually took all week, this one’ll take less time than a single game of Firefight or Invasion. It’ll be a massive 9,000 cR bonus if you do both at once…so cash your cRedits, friend, and don’t complain.

    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.


    SCREENSHOT OF THE DAY


    SCREENSHOT OF THE DAY: Waynewol

    An intense, up-close-and-personal Screenshot Of The Day this morning courtesy of Waynewol – thanks, Wayne! Everyone, click to enlarge!

    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: Assists, Completion, Kills, Single Match
    • SETTINGS: Any Game Mode, Campaign, Multiplayer
    • AVERAGE DIFFICULTY: Easy
    • TOTAL TIME: 45-60 minutes
    • AVERAGE VALUE: ★★★★★
    • TOTAL CREDITS: 8600
    SHOOTIN’ AND LOOTIN’

    Any Game Mode

    Kills

    Type: Kills
    Setting: Any Game Mode
    Difficulty: Easy
    Time: 5 minutes
    Value:
    Reward: 2500

    Kill 250 enemies in any game mode in Reach.

    Take on this one last. You’ll rack up some kills simply by tackling today’s other Challenges, so no point duplicating your efforts. For your leftovers, our standard recommendations:

    • By far the most convenient carnage remains 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 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.
    HELPING HAND

    Multiplayer

    Assists

    Type: Assists
    Setting: Multiplayer
    Difficulty: Grind
    Time: 20-25 minutes
    Value: ★★★★
    Reward: 1600

    Earn 10 assists today in Multiplayer Matchmaking.

    The usual Challenge, with our usual comments: Working toward Assists can always be a hassle, since your natural instincts and gaming skills focus on putting down your enemies, not passing the kill off to another player; nobody makes the highlight reel by almost scoring 10 times. Despite that, Bungie intends to pay you today to help out players who haven’t really earned it as they cash in on your setup.

    You’ll be able to work the Solid Outing Challenge at the same time, so there’s some consolation in that. Just click on the Assist-O-Rama standing link at the top of the page for our in-depth guide to Not Closing The Deal.

    INCLEMENT WEATHER

    Campaign

    Skull On

    Type: Completion
    Setting: Campaign
    Difficulty: Easy
    Time: 10-15 minutes
    Value:
    Reward: 1500

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

    You’ve seen these type of Challenges before, so you’ve seen these recommendations before. But, just in case you’re new, or need a refresher, let’s revisit.

    So, only one Skull on: Thunderstorm upgrades enemies to the next difficulty class; but, at the end of the day, a headshot is still a headshot, and the N00b combo works just as well on officers as infantry. And, where we’re going, it’ll hardly make a difference.

    Decide ahead of time if you intend to go in solo or co-op. If flying solo, your best bet will be the Midnight Run on Nightfall. (Never done the Midnight Run? Oh, you’re gonna love this.)

    • After assassinating the initial Elite at the opening of the mission, you’ll Sprint your way through almost the entire level, skirting the perimeter of the map, meleeing an occasional Grunt or Jackal as you go with only a small amount of gunfire when you reach the bridge to Powerhouse.
    • There’s an absolute GEEEnius maneuver with the forklift (yes, the forklift!), and you won’t even encounter the Hunters at all. The extra health, damage resistances and upgrades to enemy rank will hardly figure in, since you’ll spend most of the level along the perimeter, Sprinting at a full clip.
    • Here’s a video of the complete route — the guy here finishes the level in five minutes, and that’s with ALL Skulls on; but even if Forky doesn’t immediately cooperate, you should still wrap it in under ten.


    On co-op, the Challenge becomes even easier. You’ve got a couple of solid options, but we prefer either New Alexandria or Winter Contingency.

    As the Campaign’s first playable level, Winter Contingency is by design the easiest, and the open-ended geography allows players to bypass most encounters entirely.

    • In fact, after the first faceoff with the Covenant, players can Sprint past the next skirmish, off the small cliff that leads to the Warthogs, then drive directly to the firefight at the last compound before the Falcons arrive; other than the occasional bloodthirsty Moa, you’ll hardly encounter any gunplay at all. (You can even skip most of the first clash, if you’re quick about it.)
    • The Falcons take you straight to another firefight at the final building of the level. From there, you need only dispatch a few butch Elites and their entourage to reach the level-ending cutscene. You’ll actually be able to wrap the entire Challenge in 10 or 15 minutes.

    New Alexandria, meanwhile, features long stretches of aerial combat unaffected by the rank of your enemies; when you destroy a Banshee, it’ll be the explosion that kills the pilot, not your gunfire, so his corpse will tumble from the sky no matter what style armor he’s wearing.

    • When you need to take an Objective on foot (three times total), leave one teammate behind with the Falcons. Most of the time you’ll simply be able to Sprint past enemies to reach the Objective switches; but in any event, the real hardcore combat only occurs once you’ve hit the switch and reinforcements storm your location.
    • Hey, look at that! If you get killed, you simply respawn back up with the teammate who’s making sure no one steals the Falcon’s hubcaps. Hop back in the choppers, job done.
    A SOLID OUTING

    Multiplayer

    Single Match

    Kills

    Type: Kills
    Setting: Multiplayer
    Difficulty: Medium
    Time: 10-30 minutes
    Value:
    Reward: 3000

    Earn at least 15 kills in a Multiplayer Matchmaking game.

    Your most difficult Challenge of the day; though similar tasks have previously required as many as 30 in a single game — so this one seems a bit more within, um, reach. (Get it? Okay, nevermind.)

    • The lower kill-count edges Rumble Pit up to the top of your starting options, since its smaller, tighter maps put enemies almost constantly within range.
    • However, because they pit only a timer against you rather than a maximum-kill limit, you still want to prefer Objective gametypes; particularly those — like King Of The Hill or Oddball — which encourage enemies to converge into single flashpoints. Just spam grenades into the hotzone, followed by DMR or Magnum headshots, along with and the occasional coup-de-grace melee rush.
    • Avoid the area yourself, however; you’re less of a target if you’re not, you know, in the target. Remember, you’re going for kills, not game points, and the Challenge bonus will more than make up for whatever you lose by placing lower in the scoring grid.
    • Also don’t be afraid to trade double-melees, or sacrifice yourself for a plasma stick. Again, you’re working your kills, not K/D, and another player’s kill-count won’t end an Objective match any faster.
    • If you’ve got a friend, then even better: As I’ve said many times, Multiteam is pretty much just Rumble Pit With Partners; you can coordinate your efforts so that your teammate takes down an enemy’s Shields with a melee or plasma burst, setting you up for the easy headshot — and Challenge-point kill.


    WEEKLY CHALLENGE


    NOT IN THE FACE

    Campaign

    Skull On

    Type: Completion
    Setting: Campaign
    Difficulty: Easy
    Time: 10-15 minutes (Concurrent with Inclement Weather Challenge)
    Value: ★★★★★
    Reward: 4000

    Complete any Campaign mission on Heroic in 30 minutes with Black Eye on.

    Tip Of The Day

    You’ll find almost everything you need to know about completing this Challenge in today’s Inclement Weather entry. The one addition will be the Black Eye Skull, so let’s take a look: Black Eye disables your shield recharge, unless and until you melee an opponent. A bit retarded, yeah? OK, so it doesn’t make much sense, but it’s been around a long time; kind of like Ozzie Osbourne, neckties, and nipples on men. It is what it is, so don’t ask.

    So, the only real difference is that, like a teenage boy, you’ll need to smack a Grunt every now and again to freshen yourself up — and…that’s about it. After a couple of Weekly Challenges that actually took all week, this one’ll take less time than a single game of Firefight or Invasion. Cash your cRedits, friend, and don’t complain.

    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.

    NOTE: NEW WEEKLY CHALLENGE!
    CLICK HERE FOR OUR NOBLE ACHIEVEMENTS SPECIAL!

    MANEX MONDAY


    For today’s Manex Monday Video Of The Week, our friends over at the ManeXGaming Channel on YouTube showcase some key intel and strategies on an essential part of any Team play: Map control, and in particular how to use tactical distraction as an alternate to brute-force team-shooting. Because so many Challenges are best handled in Rumble Pit or Multi-Team, the MXG lads here are on Countdown as an example of a smaller, tighter map in an Arena Team Doubles match, which themselves are more competitive than usual.

    As always, the Manex Monday clips focus not on specific Challenges but on making you a stronger player overall, so that you can develop a better mastery of the Challenges themselves. Check it out!

    Screenshot Of The Day will return tomorrow. 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: Assists, Completion, Kills, Killstyle
    • SETTINGS: Any Game Mode, Campaign, Firefight
    • AVERAGE DIFFICULTY: Easy
    • TOTAL TIME: 35-45 minutes (Weekly included)
    • OVERALL VALUE: ★★★★★
    • TOTAL CREDITS: 5250

    BLASTIN’ AND RELAXIN’

    Any Game Mode

    Kills

    Type: Kills
    Setting: Any Game Mode
    Difficulty: Easy
    Time: 5 minutes
    Value: ★★★★★
    Reward: 1000

    Kill 90 enemies in any game mode in Reach.

    Take on this one last. You’ll rack up most kills simply by tackling today’s other Challenges, so no point duplicating your efforts. For your leftovers, our standard recommendations:

    • By far the most convenient carnage can be found 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.

    A FRIEND IN NEED

    Firefight

    Assists

    Type: Assists
    Setting: Firefight
    Difficulty: Grind
    Time: 15-20 minutes
    Value: ★★★☆
    Reward: 1000

    Earn 10 Assists in Firefight Matchmaking.

    This is actually much, much harder than it sounds. The 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 is that there are so many of them — an Assist requires at least 40% damage to the target’s combined Shields and Health, and then for a teammate finish the kill within five seconds of your last strike. With Covies swarming the map, it’s unlikely an ally will be firing on the same one 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 all 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 remove their helmets, setting them up for a teammate’s coup-de-grace. The problem isn’t so much that the 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 for a teammate to close the deal. Elites — while otherwise remarkably crafty — for some reason stop and howl when they lose their Shields like a drag queen who missed the wig sale at Macy’s, giving an ally an easy headshot.
  • The problem will ease up once the Mythic Skull turns on, since that doubles enemy health, including for even the lowliest DMR fodder; but — since 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 try to shift strategies in the middle of the match.
  • You can also steal cheap Assists throughout the match by targeting a Phantom’s main gun: taking it out registers as a kill, so damaging it — a single sniper shot, or several with the DMR — will generate an Assist; you can even take care of it as the Dropship approaches, before it empties its troops, so you won’t have a Wave of Covies firing on you. With three Rounds of play now in Firefight, that’s 30 Dropships; more than enough to notch the Challenge.
  • And, by all means, go in with a friend if possible; coordinating with a partner on microphone will cut down on 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.
  • ROAST ‘EM, TOAST ‘EM

    Campaign

    Jetpacking

    Kills

    Type: Killstyle
    Setting: Campaign
    Difficulty: Easy
    Time: 5 minutes
    Value: ★★★★★
    Reward: 1500

    Kill 35 enemies while jet-packing in Exodus on Normal.

    Open up Rally Point Alpha on Exodus, then head outside to swap your devastating Magnum of Doom with a Rocket Launcher of Even More Doom from one of the Marines lingering by the ammo case.

    Strap on a Jetpack at the far end of the walkway and Rocketeer your way over to the platform with the bad guys. Glide up over them — they’re neatly clustered in a pack, for your raining-death-from-above pleasure — and fire away.

    Keep in mind that the Challenge counts Firebird Medals, which require you to actually be thrusting at the moment of the kill; if you’re in freefall, the kill won’t count, even if you’re still airborne. And, if you get yourself killed or run out of rockets, simply reload from the last Checkpoint and repeat; the Challenge counter keeps running.

    IRON WITH FRIENDS

    Campaign

    Skull On

    Type: Completion
    Setting: Campaign
    Difficulty: Easy
    Time: 10-15 minutes
    Value: ★★★★★
    Reward: 1750

    Complete a Campaign mission Co-op on Heroic or harder with the Iron Skull on.

    The Iron Skull can be a huge hassle when playing solo: die once, start over again. In Co-op, however, it merely reverts you to your last Checkpoint, which — while inconvenient — is really no more than a nuisance, especially on the right level.

    So, with that in mind, go in as a four-player team: the chance that you’ll all die simultaneously is virtually zero, and the weaker players can hang back to provide support fire while the stronger players take point. The trailing players will even Checkpoint forward if they lag too far behind, allowing them to skip past certain parts of the map entirely. Just don’t do anything supremely retarded, like all piling into vehicles and then driving together off a cliff, and you’ll do fine.

    • For Campaign completion Challenges, HRD often recommends the speed-run on Nightfall — but because the Challenge requires Co-op, the Midnight Run can Checkpoint straggling players forward at peculiar and inopportune moments; so instead, we’re going to suggest Winter Contingency: As the Campaign’s first playable level, it’s by design the easiest, and the open-ended geography both lets weaker players hang back and take cover as well as allowing all players to bypass most encounters entirely.
    • In fact, after the first faceoff with the Covenant, players can Sprint past the next skirmish, off the small cliff that leads to the Warthogs, then drive directly to the firefight at the last compound before the Falcons arrive; other than the occasional bloodthirsty Moa, you’ll hardly encounter any gunplay at all.
    • The Falcons take you directly to another firefight, where you’ll have ample cover and ammo inside the bunker of the final building of the level; from there, you need only dispatch a few butch Elites and their entourage to reach the final cutscene.

    In fact, it’s really so straightforward that this Daily Challenge represents a rarity: The chance to snipe the Weekly Challenge at the same time — and on its first day, even. Just flip on the Black Eye Skull beforehand (see below for details) and you won’t even notice that a Weekly Challenge existed at all.


    WEEKLY CHALLENGE


    NOT IN THE FACE

    Campaign

    Skull On

    Type: Completion
    Setting: Campaign
    Difficulty: Easy
    Time: 10-15 minutes (concurrent with Daily Challenge)
    Value: ★★★★★
    Reward: 4000

    Complete any Campaign mission on Heroic in 30 minutes with Black Eye on.

    NEW WEEKLY CHALLENGE!

    Tip Of The Day

    You’ll find almost everything you need to know about completing this Challenge in today’s Iron With Friends entry. The one addition will be the Black Eye Skull, so let’s take a look: Black Eye disables your shield recharge, unless and until you melee an opponent. A bit retarded, yeah? OK, so it doesn’t make much sense, but it’s been around a long time; kind of like Ozzie Osbourne, neckties, and nipples on men. It is what it is, so don’t ask.

    So, the only real difference is that, like a teenage boy, you’ll need to smack a Grunt every now and again to freshen yourself up — and…that’s about it. After a couple of Weekly Challenges that actually took all week, this one’ll take less time than a single game of Firefight or Invasion. Cash your cRedits, friend, and don’t complain.

    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! NOBLE ACHIEVEMENTS GUIDE BELOW!


    NOBLE SCREENSHOT OF THE DAY


    NOBLE SCREENSHOT OF THE DAY: Stilus Equus

    Noble Screenshot Of The Day today courtesy of Stilus Equus, with some edge-of-space action on Anchor 9. Remember, we’re featuring Screenshots all week from the new Noble Map Pack. They’re looking AWESOME so far, so keep ’em coming!

    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: Completion, Kills, Killstyle, Special Weapon
    • SETTINGS: Any Game Mode, Multiplayer
    • AVERAGE DIFFICULTY: Easy
    • TOTAL CREDITS: 6700

    SHOOTIN’ AND LOOTIN’

    Any Game Mode

    Kills

    Type: Kills
    Setting: Any Game Mode
    Difficulty: Easy
    Reward: 3000

    Kill 400 enemies in any game mode in Reach.

    Take on this one last. You’ll rack up some kills simply by tackling today’s other Challenges, so no point duplicating your efforts. For your leftovers, our standard recommendations:

    • By far the most convenient carnage can be found 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.
    NEUROSCIENCE

    Multiplayer

    Single Match

    Headshot

    Type: Killstyle
    Setting: Multiplayer
    Difficulty: Hard
    Reward: 1200

    Kill 10 enemies with headshots in a Multiplayer Matchmaking game.

    Tip Of The Day

    By far the most difficult Challenge of the day, since it requires you to complete it in a single game, with your counter reset at the beginning of each new match.

    Only four letters really make a difference here, and they’re spelled SWAT. Bungie has been kind enough to make this its own playlist for the laggers and aimbotters among us, since both the DMR and Magnum can take out opponents with a single headshot no matter what kind of fantastic armored-helmet-from-the-future they happen to wear.
    • In fact, your biggest obstacle in SWAT — apart from people shooting you in the back of the skull — will be to rack up the 10 headshots before the game ends. SWAT matches run to 50, and if you’ve either matched against a particularly good team or with particularly good teammates, you could find yourself short of the bonus just as the score tops out. If that keeps happening, recruit some friends so that you can coordinate your efforts; you can even work in pairs, with one of you providing distraction while the other zeros their visors.
    • While it’s true that other playlists with higher score thresholds or Objective-based completion might give you more time to run up your headshot count, they require some coordination between taking down an opponent’s shields (melee, Plasma Pistol, etc.), then swapping out for a headshot weapon before an ally takes the kill or an enemy targets you. So, if you’re not a SWAT fan, take a friend into Big Team Battle or Invasion (the headshot count will carry over from round to round) and work together to register your kills.

    LIGHT FUSE, RUN AWAY

    Multiplayer

    Single Match

    Special Weapon

    Type: Kills / Special Weapon
    Setting: Multiplayer
    Difficulty: Easy
    Reward: 1000

    Kill 4 enemies with grenades in a Multiplayer Matchmaking game.

    Okay, this one’s pretty straightforward.

    1. Get a monkey.
    2. Go into Matchmaking.
    3. Give the controller to the monkey.
    4. Go get a sandwich.

    If you’re having trouble finding a monkey, you can actually do this yourself, though it may take longer. Load up Rumble Pit or Multi-Team and look for close-quarter maps that specialize in clusterfuck explosions, as well as gametypes like Oddball or King Of The Hill that encourage players to run into the middle of the body-part fiesta.

    Also vote for game variants with Plasma Grenade loadouts, since they’ll score more direct kills with a successful stick — Pro-style games remain your best bet, since the Warden option includes Covie grenades and the matchtype doesn’t offer Armor Lock. Any Elite game can also work if you’re smart about it: save your stickies for enemies wielding Plasma or Needle Rifles, since the basic Needler remains a tipoff that the player has loaded up Armor Lock.

    And, oh yeah–don’t forget: Return the monkey. You don’t want to find out what those guys use for grenades.

    CREDITS FOR COMPLETION

    Multiplayer

    Type: Completion
    Setting: Multiplayer
    Difficulty: Retarded
    Reward: 1500

    Complete 5 games in Multiplayer Matchmaking.

    Sound familiar? Yep, it’s identical to yesterday’s Challenge, just with an extra game. We’re not sure why Bungie gives out gold stars to people just for showing up — but, then again, after seeing Reach‘s multiplayer maps, maybe that’s how they run things over there.

    Anyway, same comments as yesterday:

    Yes, you really can earn this by doing absolutely nothing for five games — it’s hard to call it a “Challenge” when the only requirement is to prevent your controller from powering off. But, hey, it’s 1500 free cRedits, and there’s a good chance you’ll score them by completing the other Daily Challenges, or simply working on the Weekly. So don’t complain, eh?

    If somehow you’ve got a few leftovers and want to wrap them quickly, however, you can simply head over to HRD’s favorite gametype (*cough cough* — sorry, I had some bullshit in my throat): Infection.

    For a playlist named “Living Dead”, Infection nets a surprisingly low number of kills, but the games finish incredibly quickly when compared to other Zombie Apocalypses. You should be able to notch a complete game every five minutes or so, not counting matchmaking or post-game, so any remainder in your Challenge points will become sorted in short order. When you’re finished, take consolation in knowing that you got to school some squeaky Halobrats in the proper use of the Sword and Shotgun.


    WEEKLY CHALLENGE


    ALL IN A WEEK’S WORK

    Multiplayer

    Kills

    Type: Kills
    Setting: Multiplayer
    Difficulty: Grind
    Reward: 7777

    Kill 1000 enemies in Multiplayer Matchmaking this week.

    Ahh, finally, another Weekly Challenge that’s actually a challenge. Scoring 1K kills in one week sounds like an insurmountable task for which there are no shortcuts, but only the second half of that is right.

    The number seems like a towering monolith, conquerable only by the truly skilled or truly crazed. But, with all week to run your counter up, it becomes implausible only if you leave it to the very end.

    One thousand divides not-so-neatly into 143 kills per day — an eminently manageable number, considering you’ve already completed Daily Challenges that required you to register up to 150 names in the dead-book. Notching that once per day simply turns this into a fifth Daily Challenge, with the massive payoff for all seven days at the end of the week.

    Also: Though we don’t know what they are yet, many upcoming Challenges — like today’s Neuroscience — will require you to stack Multiplayer bodies, so you’ll work this one automatically as you wrap up the Dailies during the week. If you want to clear these separately each day, however, just follow the strategies from our standard Multiplayer/Kills Challenges (see Fire When Ready, from Sunday).

    Most importantly, don’t talk yourself out of this simply because it’s intimidating; with the Bungie-sized bonus at the end of the week, each kill will net you an additional 7.7 cRedits; considering that a standard kill only awards you 4 cR, you’ll be nearly tripling your cRedit reward for your next thousand kills — but only if you finish. You’re a Spartan, okay? “Impossible” is a word for ODSTs.

    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.

    SPECIAL FEATURE TODAY!

    They’re not quite Challenges, but they’re damn near close enough: Check back in later today for our complete guide to scoring the new Noble Map Pack Achievements, courtesy of one of our new Associate Editors, FoxmanFX!

    Foxman comes to HRD from a successful run writing the Daily Challenge updates over at legendary mainstay Halo.Bungie.Org, so he knows of what he speaks. Come back and check it out!

    UPDATE: It’s now live! If you don’t see it above, click on the main site header to reload the page — thanks!


    SCREENSHOT OF THE DAY: NOBLE SPECIAL!


    Here at HRD we decided to tip our hats to the new Noble Map Pack DLC released yesterday, so for the rest of the week (and weekend) we’ll be running Screenshots EXCLUSIVELY from one of the three new maps.

    It doesn’t matter if you’ve already appeared on our Front Page — and if for some reason your shot doesn’t score a slot by Sunday, it’ll still get to go up as part of our regular daily feature. So start snapping some pix!

    NOBLE SCREENSHOT OF THE DAY: Artful Fiver


    Noble Screenshot Of The Day today courtesy of Artful Fiver, whose butch-sniper submission from Tempest gave us the idea for this week’s special run.

    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: Assists, Completion, Kills, Killstyle
    • SETTINGS: Any Game Mode, Multiplayer
    • AVERAGE DIFFICULTY: Easy
    • TOTAL CREDITS: 5125

    BLASTIN’ AND RELAXIN’

    Any Game Mode

    Kills

    Type: Kills
    Setting: Any Game Mode
    Difficulty: Easy
    Reward: 1000

    Kill 90 enemies in any game mode in Reach.

    Take on this one last. You’ll rack up some kills simply by tackling today’s other Challenges, so no point duplicating your efforts. For your leftovers, our standard recommendations:

    • By far the most convenient carnage can be found 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.

    SECONDARY FIRE

    Multiplayer

    Assists

    Type: Assists
    Setting: Multiplayer
    Difficulty: Grind
    Reward: 1000

    Earn 25 assists today in Multiplayer Matchmaking.

    So, our standard spiel: Working toward Assists can always be a hassle, since your natural instincts and gaming skills focus on putting down your enemies, not passing the kill off to another player. Nobody makes the highlight reel by almost scoring 25 times.

    Despite that, Bungie intends to pay you today to help out other players who haven’t really earned it by cashing in on your setup. Click on the Assist-O-Rama permanent link at the top of the page for our in-depth guide to Not Closing The Deal.

    And, as a special added bonus, our YouTube friends over at ManeXGaming have assembled a special video just about scoring Assists, and were cool enough to make copious reference to this site as part of it, so we thought we’d give you another chance to check it out. Also, when you’re done, take a look at a couple of their other commentary vids online there — some really, really good stuff.

    STICKY ICKY ICKY

    Multiplayer

    Single Match

    Special Weapon

    Kills

    Type: Killstyle / Special Weapon
    Setting: Multiplayer
    Difficulty: Easy
    Reward: 1625

    Earn 5 sticky grenade Kills in a Multiplayer Matchmaking game.

    Tip Of The Day

    Thrilled to see that someone at Bungie is a fan of 1970s Disco music, and in particular A Taste Of Honey’s classic lyrical masterpiece “Boogie Oogie Oogie” (which, as we all know, often leads to Sticky Icky Icky).

    Any Elite gametype will start you with Plasma Grenades, as will Invasion (Covie side) and Pro gametypes (Warden Loadout). But Plasmas are also scattered all over the maps, and respawn almost constantly, so if you prefer a different gametype/loadout you’ll still find with more than enough to spare. (NOTE: The current Grab Bag’s Firefight Vs. mode starts you with Covie-side Plasmas too, but it’s considered Firefight, not Multiplayer, so it won’t count toward this Challenge — sorry.)

    Look for playlists that put you on smaller, tighter maps, where close-quarter combat virtually begs you stick opponents with impunity. Enemies with Armor Lock (AKA “Fuckin’ Armor-Locking Douchebags” — except, of course, when it’s you) will in turn frustrate you with impunity; so, vote for Pro gametypes — which don’t allow for Armor-Locking Douchebags — and especially King Of The Hill, where enemies cluster into spamworthy hot-zones that additionally disable Armor Abilities while inside.

    • Rumble Pit remains a top option, specifically because it offers a candy store of Elite, Pro and KotH gametypes, on exactly the type of maps that invite you to go stick-or-treating. Keep in mind, though: the Challenge features a single-match restriction, so the Pit’s low kill-count limit (25) could unceremoniously end your Plasma rampage before you score the bonus, and you might even mathematically eliminate yourself if you hit 21 before your first stick. (Not likely, OK, but still.)
    • If that becomes a problem, head into Multiteam — basically Rumble Pit With Partners — since you’ll have more enemies and twice the kill-count to work with; you’ll also accidentally explode your partner once in a while, and he’ll occasionally snare a kill out from under your Plasma in the heat of combat, so stay on mic and coordinate your efforts.
    • Invasion likewise represents a solid option, since even the open maps still encourage enemies to concentrate around the capture points, though when on the Spartan side you’ll need to scope for fallen Plasmas before being able to stick Covies crouched in the countdown zone. Just scan for dead dinos after one of their attack rushes; you should find them everywhere.
    CREDITS FOR COMPLETION

    Multiplayer

    Type: Completion
    Setting: Multiplayer
    Difficulty: Retarded
    Reward: 1500

    Complete 4 games in Multiplayer Matchmaking.

    Sound familiar? Yep, it’s identical to yesterday’s Participation Counts Challenge, just with an extra game and a different name. We’re not sure why Bungie gives out gold stars to people just for showing up — but, then again, after seeing Reach‘s multiplayer maps, maybe that’s how they run things over there.

    Anyway, same comments as yesterday:

    Yes, you really can earn this by doing absolutely nothing for four games — it’s hard to call it a “Challenge” when the only requirement is to prevent your controller from turning off. But, hey, it’s 1500 free cRedits, and there’s a good chance you’ll score them by completing the other Daily Challenges, or simply working on the Weekly. So don’t complain, eh?

    If somehow you’ve got a few leftovers and want to wrap them quickly, however, you can simply head over to HRD’s favorite gametype (*cough cough* — sorry, I had some bullshit in my throat): Infection.

    For a playlist named “Living Dead”, Infection nets a surprisingly low number of kills, but the games finish incredibly quickly when compared to other Zombie Apocalypses. You should be able to notch a complete game every five minutes or so, not counting matchmaking or post-game, so any remainder in your Challenge points will become sorted in short order. When you’re finished, take consolation in knowing that you got to school some squeaky Halobrats in the proper use of the Sword and Shotgun.


    WEEKLY CHALLENGE


    ALL IN A WEEK’S WORK

    Multiplayer

    Kills

    Type: Kills
    Setting: Multiplayer
    Difficulty: Grind
    Reward: 7777

    Kill 1000 enemies in Multiplayer Matchmaking this week.

    Ahh, finally, another Weekly Challenge that’s actually a challenge. Scoring 1K kills in one week sounds like an insurmountable task for which there are no shortcuts, but only the second half of that is right.

    The number seems like a towering endcap, attainable only by the truly skilled or truly crazed. But, with all week to run your counter up, it becomes implausible only if you leave it to the very end.

    One thousand divides not-so-neatly into 143 kills per day — an eminently manageable number, considering you’ve already completed Daily Challenges that required you to register up to 150 names in the dead-book. Notching that once per day simply turns this into a fifth Daily Challenge, with the massive payoff for all seven days at the end of the week.

    Also: Though we don’t know what they are yet, many upcoming Challenges — like today’s Sticky Icky Icky — will require you to stack Multiplayer bodies, so you’ll work this one automatically as you wrap up the Dailies during the week. If you want to clear these separately each day, however, just follow the strategies from our standard Multiplayer/Kills Challenges (see Fire When Ready, from Sunday).

    Most importantly, don’t talk yourself out of this simply because it’s intimidating; with the Bungie-sized bonus at the end of the week, each kill will net you an additional 7.7 cRedits; considering that a standard kill only awards you 4 cR, you’ll be nearly tripling your cRedit reward for your next thousand kills — but only if you finish. You’re a Spartan, okay? “Impossible” is a word for ODSTs.

    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.

    NOBLE MAP PACK DROPS TODAY!


    SCREENSHOT OF THE DAY


    SCREENSHOT OF THE DAY: Shaddaix37

    Hey, does that pose look familiar? Screenshot Of The Day today courtesy of Shaddaix37, who does his best Sierra-117 impression — and pulls it off impressively.

    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, Killstyle, Double-Kills, Completion
    • SETTINGS: Any Game Mode, Multiplayer
    • AVERAGE DIFFICULTY: Easy
    • TOTAL CREDITS: 5750

    BLASTIN’ AND RELAXIN’

    Any Game Mode

    Kills

    Type: Kills
    Setting: Any Game Mode
    Difficulty: Easy
    Reward: 2000

    Kill 180 enemies in any game mode in Reach.

    Take on this one last. You’ll rack up some kills simply by tackling today’s other Challenges, so no point duplicating your efforts. For your leftovers, our standard recommendations:

    • By far the most convenient carnage can be found 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.

    T-HUG IT OUT

    Multiplayer

    Single Match

    Close-Quarters

    Type: Killstyle
    Setting: Multiplayer
    Difficulty: Easy
    Reward: 1100

    Kill 4 enemies with close-quarters combat in a Multiplayer Matchmaking game.

    Close-quarter combat includes any form of melee — that means Pummels, Beat-Downs and the ever-spectacular Assassinations. It also includes hand-held weapons like Swords and Hammers, and will even register a point from a Shotgun ambush.

    • Though I normally only reserve this recommendation for enemies and ex-wives, what the hell, I’m already suggesting it once today further down: get your Zombie on in the Living Dead playlist, where you should be able to notch four close-quarter kills before your brain cells begin to consider suicide.
    • If you’ve got no love for Infection — and why would you want to use the words “love” and “infection” in the same sentence? — Rumble Pit remains your other best bet. It’s crazy simple to Sprint-rush opponents for the double-melee, since even if you trade knockouts you’ll score a Challenge point in addition to the regular kill.
    • If you’d rather rely on weapons, you’ll find Swords littered liberally throughout the Rumble maps (Zealot, Sword Base, Countdown, Asylum, Reflection), while Powerhouse offers an easy-access Hammer. One obvious advantage of is that, after you’ve wrapped the Challenge, you’ve still got a power weapon to rack up additional kills.
    • You can tackle this Challenge in Team games as well, but you’ll be disadvantaged by the fact that team-shooting from the other side will seriously limit your ability to rush them, and a teammate with the Sword or Hammer removes the weapon from your list of options; in Free-For-All, you can fire on the carrier from range, then recover it from his shuddering corpse.

    DOUBLE DOUBLE

    Multiplayer

    Single Match

    Double-Kill

    Type: Multikill
    Setting: Multiplayer
    Difficulty: Easy
    Reward: 1350

    Earn 2 Double Kills in the same match in Multiplayer Matchmaking.

    This’ll be the Challenge that marginally tests your skills today. Double-Kills, while typical, are often a question of circumstance. Getting the odds to align in your favor twice times before the match wraps can be slightly tricky, but there’s a few things you can do to cheat them in your favor.

    • Stick with Rumble Pit. More enemies on smaller maps = more multikills.
    • Vote for gametypes on smaller, tighter maps that encourage enemies to converge into single flashpoints: King Of The Hill and Oddball, for example. Spam grenades into the hotzone, followed by DMR or Magnum headshots and the occasional coup-de-grace melee rush. Avoid the area yourself, however; no sense adding your corpse to the fiesta.
    • Juggernaut can be a mixed blessing: If you’ve got the Hammer, you’ll have an excellent opportunity to skullcrush your way to a trio of Double-Kills. If you’re not Jugs, you won’t be able to score any. Seek out power weapons like Rockets that can deal massive damage to the Juggernaut from a distance; and even without them, steer clear of close-combat and nickel-and-dime your target from range — if you’re lucky, you’ll score the last shot, and get a Hammer for your efforts.
    • If you’re not having much luck in the Pit, get a friend and head into Multiteam; it’s like Rumble Pit With Partners, and your enemies usually travel in pairs. Coordinate your efforts with your teammate: team-shoot one enemy, then whoever doesn’t score the final shot can melee or plasma-burst the second, setting up the Double-Kill.
    • Big Team Battle and Invasion also offer Double-Kill opportunities: taking out a vehicle with passenger, or a pair of enemies in the unlock zone of an Invasion phase, seem like good bets. Your only real problem will be not your enemies, but your allies — with so many players on each side, you’ll have some competition from your teammates to actually score those kills.

    Tip Of The Day

    NOTE: While it would seem to make sense — since it’s really just a pair of Double-Kills — an Overkill will NOT register a second DK for your Challenge count.

    Retarded? You bet. But the coding only counts the Double-Kill Medal itself, not the actual number of kills, so pace your combat accordingly.

    PARTICIPATION COUNTS

    Multiplayer

    Type: Completion
    Setting: Multiplayer
    Difficulty: Retarded
    Reward: 1300

    Complete 3 games in Multiplayer Matchmaking.

    Yes, you really can earn this by doing absolutely nothing for three games; it’s hard to call it a “Challenge” when the only requirement is to prevent your controller from switching off. But, hey, it’s 1300 free cRedits, and there’s a good chance you’ll score them by completing the other Daily Challenges, or simply working on the Weekly. So don’t complain, eh?

    If somehow you’ve got a few leftovers and want to wrap them quickly, however, you can simply head over to HRD’s favorite gametype (*cough cough* — sorry, I had some bullshit in my throat): Infection.

    For a playlist named “Living Dead”, Infection nets a surprisingly low number of kills, but the games finish incredibly quickly when compared to other Zombie Apocalypses. You should be able to notch a complete game every five minutes or so, not counting matchmaking or post-game, so any remainder in your Challenge points will become sorted in short order. When you’re finished, take consolation in knowing that you got to school some squeaky Halobrats in the proper use of the Sword and Shotgun.


    WEEKLY CHALLENGE


    ALL IN A WEEK’S WORK

    Multiplayer

    Kills

    Type: Kills
    Setting: Multiplayer
    Difficulty: Grind
    Reward: 7777

    Kill 1000 enemies in Multiplayer Matchmaking this week.

    Ahh, finally, another Weekly Challenge that’s actually a challenge. Scoring 1K kills in one week sounds like an insurmountable task for which there are no shortcuts, but only the second half of that is right.

    The number seems like a towering endcap, attainable only by the truly skilled or truly crazed. But, with all week to run your counter up, it becomes implausible only if you leave it to the very end.

    One thousand divides not-so-neatly into 143 kills per day — an eminently manageable number, considering you’ve already completed Daily Challenges that required you to register up to 150 names in the dead-book. Notching that once per day simply turns this into a fifth Daily Challenge, with the massive payoff for all seven days at the end of the week.

    Also: Though we don’t know what they are yet, many upcoming Challenges — like today’s Now I Have A Machine Gun — will require you to stack Multiplayer bodies, so you’ll work this one automatically as you wrap up the Dailies during the week. If you want to clear these separately each day, however, just follow the strategies from our standard Multiplayer/Kills Challenges (see Fire When Ready, from Sunday).

    Most importantly, don’t talk yourself out of this simply because it’s intimidating; with the Bungie-sized bonus at the end of the week, each kill will net you an additional 7.7 cRedits; considering that a standard kill only awards you 4 cR, you’ll be nearly tripling your cRedit reward for your next thousand kills — but only if you finish. You’re a Spartan, okay? “Impossible” is a word for ODSTs.