
Game intel
Saros
Beneath the shadow of an ominous eclipse, Arjun Devraj (Rahul Kohli) is a Soltari enforcer who will stop at nothing to pursue answers on the shape-shifting Car…
The Fall From Grace trophy in Saros trips people up because the unlock text is broader than the trigger the game actually checks. Its requirement is precise: use the environment to eliminate a hostile without shooting it. That means no bullets, no melee, no chip damage from you at all — the enemy has to die to the environment, and the cleanest way to force that is to parry a red Nova projectile so it knocks a flying enemy off a ledge and into a pit.
R1 on controller) so it staggers the flying enemy and drops it into the pit.The trophy is an environmental kill in the strictest sense: the game wants a hostile eliminated by the world, not by your weapon. If your gun or melee lands the final blow, it will not pop. The reliable trigger is a fall — a flying enemy positioned over a gap, knocked off its perch and into the drop.
Parry is what makes that controllable. In Saros, Parry reflects Nova projectiles back at enemies, and that reflected hit is enough to stagger a hovering target hard enough to send it over the edge. You are not killing it with the parry; you are using the parry to push it into the environment so the world does the killing.
The single rule to internalize: do not deal direct damage to the target. Do not soften it with your gun, do not finish it with melee, and do not clip it with splash or lingering effects during the setup. The kill has to read as environmental.
Skip Blighted Marsh as a farming spot — it is where Parry unlocks, not where this trophy is easy. You want a later-game area that combines platforms, gaps, and enemies or traps firing red Nova projectiles. Yellow Shore, the Cathedral, and Nightmare Stand all fit: each has open edges and the right enemy mix to set up a fall.

The biome matters less than the geometry. You are looking for one specific thing: a hovering enemy positioned over a drop, with room for you to read a red projectile cleanly and parry it back without crossfire from the rest of the room.
Scout for a hovering enemy positioned near an edge or gap. The fall is the whole point, so a target standing on solid ground far from any drop will not work — reposition or look elsewhere until you have a flyer over an actual hazard.
Kill every other enemy in the room before you start. This matters for two reasons. First, stray bullets, splash, or AoE can accidentally damage your target and void the kill. Second, getting interrupted mid-parry forces panic inputs that ruin the timing. Use your normal loadout on the rest of the room — just stop attacking the trophy target entirely once you pick it.

Stand at mid-range so you can clearly see the red shot launch, then parry it. Parry is R1 on controller; on PC use your bound parry input. Time the press so the projectile reflects back rather than passing harmlessly or hitting you. The reflected Nova hit is what staggers the flyer toward the edge.
This is the rule that decides the trophy: do not fire on the target, ever. One bullet turns the kill into direct damage and the trophy will not register. Keep parrying red projectiles into the flying enemy until a staggered hit pushes it off its perch and it falls into the gap. The world finishes it; you only redirected the attack.
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A hovering enemy is the practical choice because a parry-stagger can actually displace it — a grounded enemy just gets knocked back on solid floor with nowhere to fall. Put that flyer over a gap and the same stagger becomes a fall. That is the difference between a vague “use the environment” requirement and a setup you can repeat on purpose.

If the enemy dies and you get nothing, the final blow was almost certainly counted as your damage, not the fall. Run it again with stricter discipline: do not fire on the target at all, isolate it fully, and make sure it actually fell into the pit rather than dying on a platform. If your area lacks a usable edge, switch to one of the pit-heavy zones above and find a fresh flyer.
For more on the Parry unlock itself, see the Blighted Marsh walkthrough, and check the full permanent upgrades guide for where Parry sits in your overall progression. If you want biome layouts at a glance, the walkthrough hub covers every area.
Fall From Grace is an environmental kill, full stop: get Parry, head to a later area with pits, isolate a flying enemy over an edge, and parry a red Nova projectile into it until the stagger drops it into the gap. Treat the target as untouchable — the moment you deal direct damage, the attempt is dead. Clean setup and restraint get you the trophy; more firepower does not.