You’re wandering through the Common Quarter of Vernworth, probably just trying to find a decent place to rest or maybe looking for a specific merchant, and suddenly you stumble into the slums. It’s a stark contrast to the noble district. This is where the quest Saints of the Slums DD2 kicks off, specifically at The Gracious Hand. Honestly, it’s one of those missions that feels like a simple fetch quest at first but quickly spirals into a dark investigation of medical ethics—or the lack thereof.
Dragon's Dogma 2 loves to hide its best narrative beats behind these unassuming side stories. If you don't pay attention to the dialogue or miss a specific item, you might end up with a "success" that feels incredibly hollow.
Starting the Investigation at The Gracious Hand
Outside the chapel, you’ll meet Elena. She’s the Abbess, and she’s looking for help. She needs Miasmite. You probably have some in your inventory if you’ve been fighting ghosts at night, but if not, you’ll have to go hunt some down. This is the "buy-in" for the quest. Give her three shards of Miasmite.
Once you hand over the materials, she invites you inside. This is where things get weird. You’ll see Lubomir, a beastren who isn't doing so well. He's suspicious. Actually, everyone seems a bit on edge despite Elena’s seemingly saintly demeanor. Lubomir asks you to look into the treatment he’s receiving. He’s been moved to the basement, and he’s not getting better.
Most players just want to finish the quest and get the XP. Don't do that. If you rush, you miss the actual meat of the story.
The Evidence Trail in Saints of the Slums DD2
To really solve the mystery of Saints of the Slums DD2, you have to be a bit of a stalker. Lubomir points you toward other patients. One of them, Lottie, mentions some suspicious activity in the basement.
Wait until night. This is crucial.
If you sneak into the basement of The Gracious Hand at night, you’ll find Elena downstairs. She’s meeting with a suspicious character. They’re talking about "unlabeled medicine." At this point, you have a few ways to proceed, but the game won't hold your hand. You need to find the Records of Treatment and a Laborant's Note. These are tucked away in the side rooms of the basement.
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Chasing Down Bruno and Jeane
The records mention a meeting at a tavern in the Common Quarter. Head over to Walter’s Tavern. You’ll witness a secret meeting between Elena and a man named Bruno. They’re exchanging something.
You're basically a private investigator now.
After the meeting, you can talk to Bruno, or better yet, go find the people mentioned in the records. There are two former patients: Jeane and a man in the Checkpoint Rest Town. This is where the quest becomes a bit of a travel slog. You need to verify if the "medicine" Elena is using is actually poison or something worse.
If you go to the Checkpoint Rest Town, you can find a doctor named Radcliff. He’s the expert here. Give him the medicine sample you stole from the basement. He tells you he needs time to analyze it. Go to a bench, pass the time for a day, and come back.
The results aren't good. The "medicine" is basically a cocktail of addictive and harmful substances meant to keep patients compliant and slowly "fade away" rather than heal. It's grim.
The Confrontation and Arrest
Now you have the evidence. You have the doctor’s testimony and the records. Go back to The Gracious Hand.
Elena is usually standing near the entrance or in the main hall. You don’t even need to talk to her to finish this. You can literally just tackle her. Use the grab button (R2/RT) to pin her to the ground.
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A guard will magically appear—as they do in RPGs—and take her away.
What Happens if You Fail?
It’s actually possible to "finish" this quest without arresting Elena. If you don't find the evidence or if you just give her the Miasmite and walk away, Lubomir eventually dies. The game doesn't give you a big "FAILED" screen, but the narrative outcome is objectively worse. You get fewer rewards, and the "Saints" continue their predatory practices in the shadows of Vernworth.
The game rewards curiosity.
If you’ve played the first Dragon’s Dogma, you know that the "best" outcome isn't always the most obvious one. This quest is a perfect example of Capcom’s "show, don't tell" philosophy. They give you the breadcrumbs, but you have to actually eat them to understand what's happening.
Technical Glitches and Nuances
Sometimes Elena won't appear at the tavern. This is a common bug. If she’s not there, try resting at an inn or a bench for a full 24-hour cycle. The NPC schedules in DD2 are a bit finicky. Also, make sure you aren't carrying any quest items that belong to other missions in the slums, as the AI can sometimes get confused about which dialogue tree to prioritize.
Another thing: the guards. If you tackle Elena too early, before you have the evidence from Radcliff, the guards might actually turn on you. You need that medical report in your inventory to justify the "assault" on a local religious figure.
Breaking Down the Rewards
Is it worth the trek to the Checkpoint Rest Town? Probably.
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- Experience Points: You get a solid chunk, usually around 3,000 XP.
- Gold: 11,000 Gold, which is decent for the early-to-mid game.
- The Narrative Payoff: Seeing Elena behind bars is satisfying, but more importantly, it clears up the "mystery" of the slums.
Most players are focused on the main quest with Brant, but these world-building moments make the Arisen's journey feel grounded. You aren't just a dragon-slayer; you're a part of the social fabric of Vermund.
Actionable Steps for the Arisen
If you're currently standing in front of Elena and wondering what to do, follow this sequence:
- Don't rush the Miasmite. Collect it naturally while exploring at night.
- Talk to Lubomir twice. He has extra dialogue after the first encounter that triggers the basement investigation.
- Steal the medicine first. Before going to the tavern, grab the unlabeled medicine from the basement office.
- Take the Oxcart. Don't run to the Checkpoint Rest Town. Take the cart from the western station in Vernworth. It saves ten minutes of mindless sprinting.
- Check the morgue. If you wait too long and Lubomir "disappears," check the Vernworth Charnel House. He might already be there, which means you've hit the bad ending for the quest.
The quest is a bit of a slow burn, but it’s one of the most memorable sequences in the early game. It forces you to look beneath the surface of the "charitable" organizations in the game world. Just because someone wears the robes of a healer doesn't mean they aren't a monster in disguise.
Once Elena is in the gaol, you can actually visit her. She doesn't have much to say, but it's a nice touch for those who like to see their actions reflected in the game world. The Gracious Hand continues to operate under new leadership, and the atmosphere in the slums shifts slightly. It’s a small change, but in a game as reactive as Dragon's Dogma 2, those small changes are exactly why we play.
Stop by the tavern after everything is done. The NPCs there often have updated dialogue about the "scandal" at the chapel. It’s a great way to see how word travels in Vernworth. Also, make sure to keep any leftover Miasmite; you'll need it for weapon enhancements later on, and it’s a pain to farm when you actually need it.
The most important takeaway here is that in Dragon's Dogma 2, "Saint" is often just a title, not a description. Trust your gut when an NPC seems a little too helpful for no reason. Usually, they're hiding a basement full of evidence.