Posts Tagged ‘that pink mist’

Check in here for strategies on completing the Daily and Weekly Challenges in Halo: Reach. If it’s your first time, click through the About HRD link above; and add comments below if you’ve got a good idea of your own for tackling the Challenges today.

***NEW WEEKLY CHALLENGE!***


VIDEO OF THE WEEK: MYTHIC MONDAY


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

Special Thanks to Shadowstrike1 for uploading his crazy runthrough. The Manex Monday feature returns next week, and our regular Screenshot Of The Day returns tomorrow. So, if you haven’t done it already, yo: Send your screenshots to haloreachdaily@live.com, or just make a file recommendation to us on XBox (Gamertag: Ender Xer0, with a zero), and we’ll take care of the rest. Remember: we’re not looking for Forge art or random pix from the Internet; it should be a screenshot of YOU!


DAILY CHALLENGES


Summary

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

[ ACCESS COMPLETE INTEL: CLICK HERE ]

THAT PINK MIST

Firefight

Special Weapon

Kills

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

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

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

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

The DMR Wannabe.

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

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

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

The Halo 1 punchline, now packing some punch.


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

With all that in mind, then:

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

    A n00b combo, in a needle fight? Yep!

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

Firefight

Special Weapon

Type: Special Weapon / Killstyle
Setting: Firefight
Difficulty: Grind
Time: 25-30 minutes (Concurrent with One Spartan Army Challenge)
Value: ★★★☆
Reward: 1000

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

Of all the Challenges today, this one’s the real pain in the, uh, forehead (hi, Kat!) — meaning it’s the one you’ll spend the most attention on. Because of that, we’ll go into a bit more detail, so pull up a chair.

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

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

The DMR Wannabe.

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

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

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

The Halo 1 punchline, now packing some punch.


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

With all that in mind, then:

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

    A n00b combo, in a needle fight? Yep!

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

Check in here for strategies on completing the Daily and Weekly Challenges in Halo: Reach. If it’s your first time, click through the About HRD link above; and add comments below if you’ve got a good idea of your own for tackling the Challenges today.

Halo Reach Daily is dedicated to my Dad, who taught me what it means to take on a Challenge.

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


DEFIANT SCREENSHOT OF THE DAY


DEFIANT SCREENSHOT OF THE DAY: xDawnxOfxAshesx


DEFIANT SCREENSHOT OF THE DAY today courtesy of xDawnxOfxAshesx, with an incredibly atmospheric shot that fits the map title Condemned. Thanks, DoA! 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, Points
SETTINGS: Any Game Mode, Campaign, Firefight, Multiplayer
AVERAGE DIFFICULTY: Easy
TOTAL TIME: 60-80 minutes
OVERALL VALUE: ★★★★☆
TOTAL CREDITS: 6325

(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.


SCREENSHOT OF THE DAY


SCREENSHOT OF THE DAY: xDawnxOfxAshesx

Screenshot Of The Day today courtesy of xDawnxOfxAshesx, in an image that he titled, “Enter The Abyss.” Yikes — no thanks!! I’ll stay right here, okay? Everyone else, 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: Kills, Killstyle, Special Weapon
  • SETTINGS: Firefight, Multiplayer
  • AVERAGE DIFFICULTY: Grind
  • TOTAL TIME: 60-80 minutes
  • AVERAGE VALUE: ★★★★☆
  • TOTAL CREDITS: 5650
GUNSLINGER

Multiplayer

Kills

Type: Kills
Setting: Multiplayer
Difficulty: Grind
Time: 40-50 minutes
Value: ★★★☆
Reward: 1250

Kill 75 enemies in Multiplayer Matchmaking.

A basic, straightforward Challenge; 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 or Multi-Team, since the kills come fast and furious and you don’t have to worry about K/D — both the game and 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 the other players.
  • Most Pit and M-T Objective gametypes (King Of The Hill, Oddball, etc.) also usually increase your kill-count, since 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.
  • However, skip the Pit’s Juggernaut — a low-kill-count option that can leave you with no points at all.
  • For a change of pace, head into the Team Slayer playlists (Slayer, Swat, Snipers), but avoid Team Objective, since games usually take longer and generate fewer kills.
COVENANT-CIDE

Firefight

Kills

Type: Kills
Setting: Firefight
Difficulty: Easy
Time: 10-20 minutes (Concurrent with other Firefight Challenges)
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 chance of fumbling this Challenge while at the same time scoring Blast Radius and Pink Mist (see below) — which themselves account for two-thirds of this one, not considering the other Covies you’ll dead-book along the way — probably ranks 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 here (and if you do, you’ve just blown your karma on Halo instead of a lottery ticket) then simply fire up another Gruntpocalypse in Score Attack for what’s left.

BLAST RADIUS

Firefight

Special Weapon

Type: Special Weapon
Setting: Firefight
Difficulty: Grind
Time: 10-20 minutes (Concurrent with other Firefight Challenges)
Value: ★★★★★
Reward: 1400

Kill 20 enemies in Firefight Matchmaking with grenades.

Still not much to say here; you’ll snag this at the same time that you work on Covenant-cide and That Pink Mist: Load up Gruntpocalypse in Score Attack on a smaller map (Courtyard, Corvette), since it’s easier to nail the waddlin’ tykes while they’re still in a spawn pack. Also regularly farm some Plasmas from the battlefield between Waves or during a break in the action; otherwise, you’ll be left with only two standard grenades to do your fragwork.

We haven’t yet tested out whether a recovered Plasma Launcher will register grenade kills, but really it won’t matter: you can die with regularity or reload a new match as often as you like and it won’t make a difference to your Challenge count. Besides, we here at HRD have never been able to figure out that damn thing anyway, and even Auntie Dot thinks it’s weird.

THAT PINK MIST

Firefight

Special Weapon

Type: Special Weapon / Killstyle
Setting: Firefight
Difficulty: Grind
Time: 20-30 minutes (Concurrent with other Firefight Challenges)
Value: ★★★★★
Reward: 2000

Kill 40 enemies with a Supercombine from the Needler or Needle Rifle in Firefight Matchmaking.

Of the three Firefight Challenges today, this one’s the real pain in the, uh, forehead (hi, Kat!) — meaning it’s the one you’ll concentrate on as the others come along for the ride. Because of that, we’ll go into a bit more detail, so pull up a chair.

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

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

The DMR Wannabe.

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

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

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

The Halo 1 punchline, now packing some punch.

Also redlining the suck meter: in Firefight matchmaking, Spartans don’t ever actually spawn with a Needle weapon. You need to recover one from the field, and especially with the smaller gun, the automatic fire empties its clip at an alarming rate — so stick with Rocket or Sniperfight, with its no-suck unlimited ammo, until you have this Challenge in pocket.

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

With all that in mind, then:

  • Gruntpocalypse becomes your primary choice, mainly because it allows you to, ah, “Supercombine” with today’s other Firefight Challenges (Covenant-cide, Blast Radius — see above).
  • Otherwise, your best bet’s a standard Firefight, rather than Gruntpocalypse — which doesn’t feature Needle Rifles, and the little tykes tend to swarm you as you recover a standard Needler from the field. (Even then, you’ll burn through ammo so fast it’ll hardly seem worth it.)
  • Recover both a Needler and Needle Rifle early on. Use the smaller weapon for close-quarter Supercombines and the Needle Rifle to target opponents at range who themselves carry Needle weapons. A scattering of Grunts will have armed themselves with basic Needlers, while Jackals remain otaku for the Rifle version, so you won’t have trouble finding these.

    A n00b combo, in a needle fight? Yep!

  • Elites, meanwhile, can be wily as hell in dodging fire; and, as noted above, they’re rocking Energy Shields, so you’d likely need a reload before a Supercombine even becomes possible. If you hit a Wave of them, consider ditching one of your Needle weapons for a secondary Plasma Pistol; flash their Shields with an overcharge burst, then finish with the needle spray. When his Shields drop, the Dino will stand and howl in place like like a pro wrestler who just lost a match to the guy with a folding chair, making him an easy, stationary target.
  • Vote for wider, open maps, since enemy units will tend to spread out, giving you an opening to farm for Needle weapons without drawing fire from every Covenant on Reach. Plus you’ll be able to cut loose with an uninterrupted stream (Needler) or three steady shots (Rifle) without wandering around the middle of a plasma crossfire.
  • Also, consider: A co-op Sniperfight might seem counterintuitive, except that your Sniper offers unlimited ammo, which (because of how Halo games work) means every other weapon on the map features it as well. Just snipe a Grunt, recover his weapon, and start enjoying more free needles than a government giveaway program.

* * *
We also get a lot of reader mail here aboard the Pillar of Awesome from our devoted readership on Reach, including their own suggestions for tackling Challenges. So, from Madmosche:

I go into Score Attack and choose Rocketfight. Unlike Sniper Attack, where weapon pickup is disabled, you can recover any weapon in Rocketfight, and you’ll get unlimited ammo. Kill the first set of enemies with Rockets, pick up a Needler and get to killing! I stay near the respawn points and let them come to me, so in case I die the weapons will stay close to the spawn and I can go right back to getting Needle kills.

Thanks, Mosche!


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.

  • 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: chancedabomb

Hey kids! Eat your Plutonium Wheaties every morning and you too can glow like a Spartan!

Screenshot Of The Day this morning courtesy of chancedabomb — thanks, chance! Everyone, click to enlarge! (Legal Notice: Don’t actually eat plutonium.)

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, Kills, Killstyle, Score, Special Weapon
  • SETTINGS: Firefight
  • AVERAGE DIFFICULTY: Grind
  • TOTAL TIME: 60-90 minutes
  • AVERAGE VALUE: ★★★★★
  • TOTAL CREDITS: 7250

Perhaps we neglected to tell Bungie that Firefightpalooza is HRD’s least favorite of all paloozas. The good news is that, in a rarity, you’ll be able to get your palooza on in all four Daily Challenges simultaneously — so at least you’ll get paid well for your time in the moshpit.

ONE SPARTAN ARMY

Firefight

Kills

Type: Kills
Setting: Firefight
Difficulty: Grind
Time: 60-90 minutes (Concurrent with other Challenges)
Value: ★★★★★
Reward: 2000

Kill 400 enemies in Firefight Matchmaking.

Though it’s easy enough to get your Gruntpocalypse on for a four-game 400 kill-count, you’re already going to stockpile most of these points during the other Daily Challenges, and may even blow past the mark without noticing. To save time, take on the other ones first, then simply Grunt your way through any leftovers.

It should be noted that Grab Bag’s Firefight Vs. mode will register for this and any other Challenge today — ironic, since you can actually notch One Spartan Army points by killing them as an Elite — but your score will be so paltry compared to a Gruntpocalypse in Score Attack that it won’t even remotely compare. So, if you’re still up for some Firefight after today’s four Challenges — and if you are, what the hell is wrong with you? — you can spend the rest of the day in Vs., but steer clear of it until you pocket your bonus cRedits.

SUPPORTING ROLE

Firefight

Assists

Type: Assists
Setting: Firefight
Difficulty: Grind
Time: 60-90 minutes (Concurrent with other Challenges)
Value: ★★★★★
Reward: 1100

Earn 20 assists in Firefight Matchmaking.

This is actually much, much harder than it sounds. But, since you can work all four Daily Challenges at once, the Bungie-sized cRedit bonus for the day makes it more than worth your time.

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 less likely 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 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 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.
  • You can also steal cheap Assists throughout the match by targeting a Phantom’s main gun: taking it out registers 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.
  • POINTS, POINTS

    Firefight

    Scoring

    Type: Score
    Setting: Firefight
    Difficulty: Medium
    Time: 60-90 minutes (Concurrent with other Challenges)
    Value: ★★★★★
    Reward: 2500

    Score 20,000 points in a Firefight Matchmaking game.

    Despite that this is a Scoring Challenge, Score Attack is not your best bet here: under the new Firefight setup, it remains only a one-Round game, so even a Gruntpocalypse will likely not net 20K, no matter how skilled you are at headshots or multikills.

    Instead, load up a Co-op Three-Round Firefight, and vote for a match that features vehicles as a “map hazard” (as they’re called in the game settings) — Wraiths, Banshees and even Ghosts will register massive points, far more than even the most powerful Covies. Beachhead easily represents your best option: multiple Wraiths, Ghosts and even a Rocket Hog tucked into the corner for when you’ve got a joyride-friendly partner.

    The gametype itself won’t make much difference, however; each offers advantages, and three Rounds of Covies can deliver enough points no matter how you kill them.

    • Rocketfight represents your quickest shortcut to points — especially while Jetpacking, raining fire from above onto enemy waves as they unload from Dropships. Remember, though, your teammates will do the same thing, so don’t come late to the party. Also remember that your Launcher is not a crotch rocket and become cocky: Many Boss enemies, like Brute Chieftans, can shake off two missiles to the face before shoving a Hammer up your ass while you reload, so always lead or follow with grenades to finish them off.
    • Sniperfight gives you more opportunity to pick and choose enemies, so concentrate on big-ticket leaders first, even if it means emptying an entire clip to reach your killshot; you’ll still score more points than if you had simply unloaded into a pack of Jackals or Grunts.

      The Target Locator: How to smell napalm in the morning.

    • Classic Firefight features both Rockets and Snipers as part of the Ordinance Drop, but if you’re lucky enough to snare the Target Locator, resist the urge to Killionaire a clutch of Covies and instead lock onto a Wraith: it’ll napalm the vehicle — scoring you major points — along with any stray Covies with the misfortune to be nearby. The Locator’s Red Ring Of Death will even follow a vehicle once it’s locked, so be patient and make a clean shot.
    • The main drawback — limited to today’s Challenges — is that unlike Rocket or Sniperfight, a standard Firefight won’t feature unlimited ammo. Because of the way Reach game settings work, unlimited ammo for your Sniper and Rockets also means endless rounds for any weapon you pick up, which becomes remarkably useful when tackling the Pink Mist Challenge (see below) at the same time. So, if you haven’t registered your Needle kills yet, stick with Sniper and Rocketfight until your Supercombines are done.
    THAT PINK MIST

    Firefight

    Special Weapon

    Type: Special Weapon / Killstyle
    Setting: Firefight
    Difficulty: Grind
    Time: 60-90 minutes (Concurrent with other Challenges)
    Value: ★★★★★
    Reward: 1650

    Kill 20 enemies with a Supercombine from the Needler or Needle Rifle in Firefight Matchmaking.

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

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

    The DMR Wannabe.

    The Needle Rifle, meanwhile, Supercombines after only three shots against an unshielded opponent; but, against an opponent without shields, why not just take a headshot and be done with it?

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

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

    The Halo 1 punchline, now packing some punch.

    Also redlining the suck meter: in Firefight matchmaking, you don’t ever actually spawn with a Needle weapon. You need to recover one from the field, and especially with the smaller gun, the automatic fire empties its clip at an alarmingly rapid rate — so stick with Rocket or Sniperfight, with its no-suck unlimited ammo, until you have this Challenge in pocket.

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

    With all that in mind, then:

    • Recover both a Needler and Needle Rifle early on. Use the smaller weapon for close-quarter Supercombines and the Needle Rifle to target opponents at range who themselves carry needle weapons. A scattering of Grunts will have armed themselves with basic Needlers, while Jackals remain otaku for the rifle version, so you won’t have trouble finding these.
    • Elites, meanwhile, can be wily as hell in dodging fire; and, as noted above, they’re rocking Energy Shields, so you’d likely need a reload before a Supercombine even becomes possible. If you hit a Wave of them, consider ditching one of your Needle weapons for a secondary plasma pistol; flash their shields with an overcharge burst, then finish with the needle spray. As noted above, the Elite will stand and howl in place like Darth Annakin at the end of Sith, making him an easy, stationary target.
    • Vote for wider, open maps, since enemies tend to spread out, giving you an opening to farm for Needle weapons without drawing fire from every Covenant on Reach. (As mentioned above, Beachhead’s at the top of your list, so you can parlay several Challenges at once.) Plus you’ll be able to cut loose with an uninterrupted stream (Needler) or three steady shots (Rifle) without wandering around in the middle of a plasma crossfire.


    WEEKLY CHALLENGE


    NOT IN THE FACE

    Campaign

    Skull On

    Type: Completion
    Setting: Campaign
    Difficulty: Easy
    Time: 10-15 minutes
    Value: ★★★★★
    Reward: 4000

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

    Tip Of The Day

    Probably the easiest Weekly Challenge you’ll see in months — after all, the Challenge itself says that it won’t take more than 30 minutes. (And, trust us, it won’t even take that.) 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.

    Okay, only one Skull on here, 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; other than that, it’s a typical Heroic Campaign level.

    Decide ahead of time if you intend to go in solo or co-op. If flying solo, your best bet will be to take the Midnight Run on Nightfall. (Never done the Midnight Run? Oh, you’re gonna like 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.
    • 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 Winter Contingency. As the Campaign’s first playable level, it’s also 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.