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Hallowed Concepts promotional illustration of the ritual chamber
SurvivorsConfirmed

Risk of Rain 2 Enforcer Unlocks

Quick Answer

The official Enforcer starts available with Hallowed Concepts. His four alternate skill slots have separate Enforcer challenges. Older community-mod unlock requirements do not apply to the official survivor.

The official Enforcer is unlocked by default when you own and enable Hallowed Concepts. You do not need to complete an in-run challenge to add him to the survivor selection screen. His alternate primary, secondary, utility, and special skills do have separate challenges, and those challenges must be completed while playing Enforcer.

This distinction matters because older Enforcer guides can describe a community mod. Mod requirements do not unlock the official Hallowed Concepts survivor. Check that you are choosing the DLC character, then use the four challenge objectives below to expand his loadout.

Confirm that you can select the official Enforcer

Official Enforcer survivor portrait

Hallowed Concepts must be available on your account and enabled for the run. One lobby member owning the expansion can enable its monsters, stages, and items for the lobby, but that shared content access does not let a player without the expansion select its new survivors.

If Enforcer is unavailable, check ownership and the expansion setting before trying to earn an unrelated achievement. Completing challenges as another survivor cannot substitute for the missing entitlement or the requirement to play Enforcer.

Once he is selectable, the default skills provide all the tools needed to start pursuing the alternate loadout. You can work toward more than one objective during a run, but each challenge has its own enemy, timing, and damage condition.

ChallengeRequired action as EnforcerSkill unlocked
Burning LeadShoot a Magma Worm 24 times in 12 secondsShrapnel Grenade
+PARRYParry a Wandering Vagrant SupernovaSurge Protection
Safe and SoundBlock the attacks of 12 enemies during one Teleporter eventRipcord
IndomitableSurvive an entire Stone Titan laser without blockingCrash Point

These are skill unlocks. Cosmetic skin challenges are separate, so a new appearance on the survivor screen does not prove that a locked ability has been earned.

Burning Lead needs repeated Trenchbroom hits

Shrapnel Grenade primary skill icon

Burning Lead requires 24 hits on a Magma Worm within 12 seconds using Trenchbroom. Finding the correct enemy is only the first requirement; you also need enough firing time and ammunition to deliver the hits while it is exposed.

Trenchbroom has two firing modes. Outside Defensive Stance, it holds six shells and fires a 350% damage slug every 0.7 seconds at base attack speed. In Defensive Stance, it holds nine shells and fires six piercing pellets for 70% damage each every 0.333 seconds.

Its reload behavior is important. Entering Defensive Stance switches to that version of the primary and reloads it. Leaving the stance fully reloads the ordinary Trenchbroom as well. This lets stance changes support a firing sequence instead of forcing you to wait through every empty-magazine reload.

Attack speed improves the ordinary shot interval and reload timings. Extra opportunities to use the secondary can also support stance transitions. Those mechanics explain why an unlock-focused setup favors sustained firing rather than a single large damage proc that kills the worm before you have enough Trenchbroom hits.

A practical attempt is:

  1. Locate a Magma Worm and keep it alive long enough to attempt the objective.
  2. Begin with a loaded Trenchbroom magazine.
  3. Use the firing mode that lets you keep landing hits while the worm is visible.
  4. Switch your stance as needed to refresh the primary rather than losing the entire window to an empty magazine.
  5. Continue hitting the same Magma Worm within the 12-second requirement.

The reward, Shrapnel Grenade, changes the primary to an arcing grenade dealing 500% damage. In Defensive Stance, it fires a cluster grenade for three 300% damage bomblets. It is not simply a damage increase to the original slug: the projectile, blast coverage, and magazine behavior change too.

Learn Steel Protection's parry before attempting +PARRY

The +PARRY challenge requires parrying a Wandering Vagrant Supernova. Blocking the explosion without performing a parry is not the same action.

Steel Protection first places Enforcer in Defensive Stance. Reactivating it exits the stance with a shield bash. Hits blocked from half a second before reactivation until the bash swings 0.15 seconds afterward are eligible for the parry window.

This timing means the action is tied to the incoming hit and the shield exit. Holding the stance throughout the explosion may keep you protected, but it does not perform the required reactivation by itself.

Position so the incoming damage reaches the shield before Enforcer's body, then time the reactivation around the Supernova. The shield cannot be aimed up or down, and its block depends on the attack path. Do not treat simply standing near the Vagrant with the shield displayed as a guarantee that the explosion was parried.

Reflected attacks deal six times the blocked hit's damage. The reflection uses the incoming attack's damage rather than merely scaling from Enforcer's own damage stat. Some projectiles can be blocked without being reflected, so a visible block is not universal evidence of a parry on every attack.

Completing +PARRY unlocks Surge Protection. It gives a wider, time-limited Defensive Stance and grants barrier when hits are blocked. The stance ends after five seconds or on reactivation, then consumes barrier and shield for an explosion.

Surge Protection's reactivation does not perform Steel Protection's shield bash or parry. If you equip the alternate later, do not expect it to preserve the exact mechanic used to earn it.

Safe and Sound counts enemy attacks during one event

Safe and Sound asks you to block the attacks of 12 enemies during a single Teleporter event. Plan around the enemy condition rather than assuming that 12 rapid hits from one attacker satisfy the wording.

Steel Protection blocks hits whose path reaches the shield before your body. In Defensive Stance, Enforcer moves at 32% of normal walking speed and cannot sprint. Jumping becomes a short lunge that can be used once per second and works in mid-air.

Face the threats you intend to block. Enemies approaching from different directions can still hit your exposed side or back, so an event with many enemies requires attention to where those attacks originate.

Avoid ending the event before you have given enough enemies an opportunity to attack. At the same time, the objective does not require abandoning survival: reposition to keep attacks in front of the shield instead of letting the surrounding group overwhelm you.

Remember that the entire condition belongs to one Teleporter event. A series of blocks collected across several unrelated fights is not the stated objective. If you move on without earning it, start another attempt in a later Teleporter event rather than assuming earlier blocks permanently filled a global counter.

The reward is Ripcord, a remote-detonated grenade with two charges. Reactivating it creates a pulling blast for 300% damage and leaves a brief cloud applying Taunt. This replaces Shield Tackle, so the unlock changes how the utility controls positioning.

Ripcord can launch Enforcer away from its explosion when he is airborne and nearby. That movement effect is different from Shield Tackle's direct charge. Try the new utility with room to land before relying on it as a precise escape tool.

Indomitable requires the full laser without a block

Crash Point special skill icon

Indomitable unlocks Crash Point by surviving an entire Stone Titan laser without blocking. A partial exposure followed by a dodge does not match the requirement, and using the shield contradicts the no-block condition.

Prepare for the complete attack rather than testing the condition at critically low health. Enforcer's listed base health is 130 and his armor is 30, but those base stats do not guarantee survival under every difficulty, stage level, or inventory.

Keep Defensive Stance off for the attempt. Shield Tackle also blocks attacks from the front during its wind-up and dash, so it is not a way to travel through the laser while claiming you never blocked it.

The challenge is about surviving the laser's full sequence. Position where the Titan can perform the attack, remain exposed for its duration, and avoid actions that turn the attempt into a shield block. If you cannot survive under the current conditions, improve your defensive resources rather than repeating the attempt with the same inadequate health.

Crash Point launches Enforcer high into the air, then lets him dive toward a targeting indicator. Its landing deals 700% damage in a 15-meter radius, stuns enemies, and pulls them toward a point ahead of the landing.

It provides fall-damage immunity during the dive. That protection belongs to Crash Point's dive, not to every fall Enforcer takes. His Big Man passive can damage enemies on a high-speed landing but does not itself prevent fall damage.

Verify the reward in the relevant loadout slot

After a challenge completes, check the survivor loadout slot associated with its reward. Burning Lead affects primary, +PARRY affects secondary, Safe and Sound affects utility, and Indomitable affects special. This prevents confusing one newly unlocked ability with progress on all four.

Change one slot at a time when learning the alternates. Surge Protection removes Steel Protection's manual parry, Ripcord changes your movement options, and Crash Point trades Rally Point's holdout beacon for a direct leap and slam.

An alternate is a new tool with different behavior, rather than an automatic upgrade in every encounter. The objective of the unlock run is to earn the option; the next step is to learn which defensive, control, or damage function it replaces before using it in a demanding run.