Guide: Resident Evil Requiem: All Collectibles, Locations, Tips & Tricks

Guide: Resident Evil Requiem: All Collectibles, Locations, Tips & Tricks

GAIA·3/14/2026·13 min read

Why Rhodes Hill Care Center Matters (and Why It’s Easy to Mess Up)

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.

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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.

Collectibles Overview – What You’re Really Chasing

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:

  • At least one early Mr. Raccoon (often labeled as #3 in full lists)
  • Multiple Antique Coins in the east corridor from the Waiting Room
  • Important Files that feed directly into safe codes and puzzle hints
  • Hip Pouch upgrades and combat boosts from the Parlor
  • Two alternate handguns (B934 and SNS M232) and key charms

Rhodes Hill is especially brutal because it combines three things:

  • Missables hidden behind props (like a coin in a vase)
  • Story locks that cut you off from rooms after cutscenes
  • Difficulty-specific changes on Insanity (coin placements and safe codes can differ)

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:

  • Lobby & Reception
  • Waiting Room & East Corridor
  • Parlor & Staff Areas
  • Courtyard & Quartz Door Puzzle (Sun/Moon/Star)
  • VIP Suites and Story-Locked Rooms

1. Lobby & Reception – Start Building Your File List

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:

  • Check every desk and pinboard for Files – especially behind reception glass.
  • Listen for Mr. Raccoon’s signature rattle; some guides place an early figure within earshot of reception.
  • Get used to tapping 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.

2. Waiting Room & East Corridor – Easy-to-Miss Coins and Mr. Raccoon

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.

Screenshot from Resident Evil Requiem
Screenshot from Resident Evil Requiem

Two key things from my runs:

  • Mr. Raccoon Memoriam: One of the early figures (often labeled as #3) is tucked along this route. Use the audio cue; if you hear that plastic clatter, stop and sweep slowly with your flashlight.
  • Antique Coins #18–19: Both appear along the east corridor branching from the Waiting Room in most standard-difficulty guides.

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.

3. Parlor & Staff Areas – Spend Those Coins Smartly

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:

  • Hip Pouch upgrade: Top priority. Extra inventory slots mean fewer agonizing backtracks to storage. I always grabbed this first.
  • Stabilizer: Reduces weapon sway. It pairs well with the SNS M232 handgun if you prefer precision shots.
  • Steroids: Permanent health boost. I usually took this third unless I was really struggling with damage.
  • Blood Collector upgrade: Makes later crafting for injectors/ammo smoother because you’ll be collecting more blood specimens as you go.

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:

  • B934: Feels closer to a classic RE “service pistol” – reliable recoil, decent crit rate.
  • SNS M232: Higher rate of fire, a bit more finicky with recoil, but kinder to aggressive players.

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.

  • B934: Feels closer to a classic RE “service pistol” – reliable recoil, decent crit rate.
  • SNS M232: Higher rate of fire, a bit more finicky with recoil, but kinder to aggressive players.

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.

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4. Courtyard & Quartz Door – Don’t Rush Through the “Thin” Puzzle

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.

Screenshot from Resident Evil Requiem
Screenshot from Resident Evil Requiem

Key things to grab here:

  • Antique Coin #22: After you unlock the quartz door in the Courtyard, check the chair just beyond it. Coin #22 is easy to miss if you’re sprinting for the next objective.
  • Files near the VIP Suite path: Once a certain post-courtyard cutscene plays, a few VIP Suite routes lock or change. Make sure you sweep any accessible rooms thoroughly before triggering obvious story beats (like answering ringing phones, entering clearly ominous doors, etc.).

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.

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Puzzles, Safes, and Insanity Difficulty Differences

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:

  • The safe codes you need (even if the safe is in the same location)
  • The precise placement of some Antique Coins

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:

  • I always read every File that looks like a memo, staff rota, or patient note. If it contains times, dates, or locker numbers, I mentally tag it as “puzzle fuel.”
  • When I reach a safe, I cross-check the nearby Files before even trying random codes.
  • On Insanity, I assume code solutions are more “interpreted” than copied – look for patterns (e.g., last digits of dates, room numbers in a list) instead of 1:1 numbers.

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.

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Playtime and Pacing – How Long to Clear Rhodes Hill Properly

On Switch 2, with me playing fairly cautiously and stopping to check every corner, my timings shook out roughly like this:

  • First blind run through Rhodes Hill Care Center: ~4 hours (lots of wandering, missed a couple of coins and a Raccoon)
  • Second “informed” run with notes: ~2.5 hours (near-100% collectibles in the area)
  • Full campaign clear: around 11–13 hours including Leon’s later sections, depending on how aggressively you push the main story

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.

Screenshot from Resident Evil Requiem
Screenshot from Resident Evil Requiem

My advice is to treat your first run as a learning pass where you:

  • Grab as many obvious collectibles as you can
  • Buy at least one Hip Pouch from the Parlor
  • Make mental (or literal) notes of locked doors, safes, and weird props

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.

Rhodes Hill FAQ – Quick Answers

Are collectibles in Rhodes Hill missable?

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.

Can I get all 22 Antique Coins in one run?

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.

How many Mr. Raccoon figures are in Rhodes Hill?

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.

Do I need to play on Insanity for any collectibles?

No single collectible is truly Insanity-exclusive, but that mode does shift where some things appear and how some safes work. My recommendation is:

  • Do a thorough standard or Hardcore run first to learn layouts and base placements.
  • Then tackle Insanity once you know where things should be, and adapt to its changes without feeling totally lost.

What should I prioritize buying in the Parlor?

From my experience:

  • First: Hip Pouch – extra space is priceless.
  • Second: Stabilizer – improves your gunplay permanently.
  • Third: Steroids or Blood Collector upgrade, depending on whether you’re dying more to chip damage or running dry on resources.
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Final Tips Before You Leave Rhodes Hill

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:

  • Do a slow clockwise sweep in every major room before moving on.
  • Break suspicious props (like white vases) as a habit – assume they’re hiding coins.
  • Listen for Mr. Raccoon sounds; don’t just rely on sight.
  • Buy a Hip Pouch in the Parlor as early as you can afford it.
  • Use Files for safe and puzzle hints, especially on Insanity.
  • Do one last item scan in the Courtyard before inserting the final quartz piece.

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.

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GAIA
Published 3/14/2026 · Updated 3/27/2026
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