
After spending my first 6-7 hours of Resident Evil Requiem wandering around Rhodes Hill Care Center, I realized this area quietly decides how smooth the rest of the game feels. It’s dense with collectibles, early upgrades, and a couple of missable items that can easily force a replay if you’re a completionist.
The breakthrough for me came when I treated Rhodes Hill like its own mini-campaign: a contained Resident Evil 2-style maze where every corridor hides at least one file, coin, or upgrade. Once I mapped out a clean loop and noted the missables (especially those tied to breakable props and one-way story moments), my next run through the Care Center was almost stress-free.
This hub pulls together what you actually need for Rhodes Hill Care Center on Switch 2: how collectibles work, where the early traps are, how the main puzzles fit into your route, and what to prioritize if you want a strong start and a realistic 100% plan.
Across the whole of Resident Evil Requiem, there are 138 “core” in-game collectibles:
On top of that, guides that aim for true 100% and trophies like You Little Rascal! and Case Closed also count extra weapons, upgrades, and key items. That pushes the “everything in the game” total to roughly 235 items. Rhodes Hill Care Center, which you explore as Grace, is where a surprising chunk of those show up early, including:
Rhodes Hill is especially brutal because it combines three things:
Don’t worry, you don’t need to memorize a 20-page checklist to survive this. If you follow a deliberate route through the Care Center and respect a few danger spots, you can pick up almost everything in a single pass and leave yourself only minor cleanup for New Game+.
The game doesn’t force a strict order, but after a couple of runs this is the route that gave me the best balance of safety, loot, and backtracking:
The lobby is where I made my first big mistake: rushing straight for the nearest objective marker and ignoring side desks and noticeboards. Several early Files are lying on counters, clipboards, and reception desks. They feel like flavor text, but at least one later safe code is hinted at here via staff memos.
What to do before you leave the Lobby area:
R3 (right stick) to quick-turn and scan ceilings and high shelves; a few Raccoons in the game sit above normal eye-line.My rule from this point: whenever I enter a “hub” room with multiple doors, I don’t leave until I’ve done a clockwise sweep and checked every interactable prompt. It sounds slow, but it saves hours of reloads and guide-checking later.
The east corridor off the Waiting Room is where Rhodes Hill first shows its teeth. This stretch hides multiple Antique Coins and at least one Mr. Raccoon that are technically in plain sight, but the game never nudges your camera toward them.

Two key things from my runs:
The killer detail is Antique Coin #19: it’s not sitting in the open. You must destroy a white vase in the corridor to reveal it. I walked past that vase four times on my first run, assuming it was just scenery. Don’t make that mistake – any “clean” fragile object in this game is suspicious.
Practical tip: As soon as you enter that corridor, put your crosshair on any white or ceramic vases and press ZR to shoot or slash them. Break them cleanly as part of your route so you don’t end up wondering which props you already checked.
Shortly after the Waiting Room loop, you’ll gain access to the Parlor. This functioned as my first real “shop” in Rhodes Hill, and it’s where Antique Coins suddenly matter. Spend them wisely and Grace becomes far more manageable to play.
From my experience, the key Parlor purchases early on are:
There are also early charms like Stakeout, Connoisseur, and Eye Spy tied to Rhodes Hill objectives and challenges. I found it worth going slightly off the critical path to secure these-each one gives modest but meaningful perks that quietly snowball over a full run.
This is also around where you can pick up the alternative handguns:
I started with the B934, but after a couple of playthroughs I swapped to the SNS M232 and never went back. If you’re playing with a Switch 2 Pro Controller and comfortable with finer stick control, the SNS chews through early enemies fast.
I started with the B934, but after a couple of playthroughs I swapped to the SNS M232 and never went back. If you’re playing with a Switch 2 Pro Controller and comfortable with finer stick control, the SNS chews through early enemies fast.
Compare prices instantly and save up to 80% on Steam keys with Kinguin — trusted by 15+ million gamers worldwide.
*Affiliate link — supports our independent coverage at no extra cost to you
The Courtyard section and the sun/moon/star quartz door puzzle have already picked up a reputation for being “thin” – the solution is straightforward, and the game doesn’t really punish wrong attempts. But this area hides some key collectibles in awkward spots.

Key things to grab here:
The quartz puzzle itself is simple: find the required quartz pieces (typically marked with sun, moon, or star motifs), slot them into the corresponding inlay, and the door opens. What finally made it painless for me was treating each courtyard loop like a grid search: I’d hug the outer wall first, then spiral inward, checking benches, planters, and under staircases.
Tip: Before inserting the final quartz piece, do one last 360° item-scan with your flashlight. It takes 30 seconds and killed my fear of having missed a File or coin out in the open.
FinalBoss // Gear
Level up your setup
01Top-rated gaming headsetson Amazon→02High-refresh gaming monitorson Amazon→03Gaming chairson Amazon→04Discounted game keyson Kinguin→Affiliate links · As an Amazon Associate, FinalBoss earns from qualifying purchases.
Requiem’s puzzles in Rhodes Hill mostly revolve around observation: matching symbols, reading staff logs, and using Files for safe hints. What complicates things is that some guides and videos show slightly different Antique Coin positions and safe codes on Insanity difficulty compared with standard modes.
Before you rely on any code you see online, confirm your difficulty setting. Insanity can alter:
For example, the Bar & Lounge safe in Rhodes Hill pulls its solution from File #23 in most full-game lists. On standard difficulties, that file’s numbers directly match the dial combination. On Insanity, while the file still matters, the relationship between the clue and the code can be trickier, and raw codes from normal-difficulty guides may not work.
How I handle safes and puzzles now:
This habit kept my Insanity run from devolving into a constant alt-tab to external lists. It’s slower in the moment, but faster in terms of overall playtime.
Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.
Ultimate Editor's Pick Strategy Guide + Weekly Pro Tips
On Switch 2, with me playing fairly cautiously and stopping to check every corner, my timings shook out roughly like this:
If you’re aiming for 100% completion and trophies in a single playthrough, expect that total to stretch a little, but Rhodes Hill itself shouldn’t need more than 3–4 hours once you know its layout.

My advice is to treat your first run as a learning pass where you:
Then, use New Game+ or a second run to mop up anything you missed, especially if you’re tackling Insanity and need to learn its modified coin/safe setups anyway.
Some are. Anything in story-locked areas (for example, sections of the VIP Suites after major cutscenes) can become inaccessible for that playthrough. Coins hidden in destructible props (like the white vase in the east corridor) are technically missable if you simply never break the prop or leave the area for good.
Yes, it’s possible, but only if you’re extremely thorough and account for Insanity differences. Rhodes Hill alone holds a significant chunk of the total coin count, including #18, #19 (white vase), and #22 (courtyard chair beyond the quartz door). If you miss one and don’t have a handy save, it’s usually more efficient to plan on a cleanup run.
Guides label at least one early figure here as #3, and there are a few more scattered through Grace’s segments. The important part is to treat every stretch-Lobby, Waiting Room, Courtyard-as potential Raccoon territory and always listen for the plastic rattle. Ceiling corners, shelves above eye level, and behind reception fixtures are common hiding spots.
No single collectible is truly Insanity-exclusive, but that mode does shift where some things appear and how some safes work. My recommendation is:
From my experience:
Once you’ve wrapped your head around Rhodes Hill Care Center, the rest of Resident Evil Requiem opens up in a much more manageable way. To recap the big lessons I wish I’d followed from the start:
If you treat Rhodes Hill as your training ground for how Requiem hides its secrets, the rest of the game becomes more about tension and strategy, and less about “did I just permanently miss something?” If I could go back and redo my first playthrough, this is exactly how I’d handle the Care Center—and if you follow the same approach, you’ll walk out loaded with upgrades, coins, and confidence for whatever comes next.