
After spending a solid evening wandering around the Rhodes Hill Care Center, I hit the same wall a lot of players do: that weird door with the indented slot near the playroom in the west wing. I’d read early guides saying I needed a red jewel from the President’s Office, but no matter how closely I combed that office, there was no silver box, no jewel, nothing.
The breakthrough came when I stopped trying to force the “red jewel” solution and actually followed the environmental clues. The indented door isn’t for a single jewel at all – it takes three Quartz gems: Moon, Sun, and Star. Once I traced each Quartz back to its puzzle, the whole Rhodes Hill section finally clicked.
This guide walks you through, step by step:
If you’ve been chasing a non-existent red jewel or hoping for an antique coin shop in the playroom, this will save you a lot of time and frustration.
First important point: the door with the recessed, three-part indentation near the Rhodes Hill playroom in the west wing of the Care Center is not tied to a red jewel. It’s a multi-gem lock that only accepts:
You don’t combine them in your inventory. Instead, you insert each Quartz directly into the matching slot on the door. Once all three are in place, the door unlocks and becomes your path out of the Care Center wing toward the basement / playroom area of Rhodes Hill.
Don’t make my early mistake of circling around looking for an ID wristband or a maintenance key – bracelets alone will never open this door. Treat this as your “Quartz door” and your objective becomes much clearer.
The Moon Quartz was the first big “aha” moment for me. It’s hidden in a puzzle box in the Chairman’s Office on the upper level of the Rhodes Hill Care Center’s west wing.
From the main west-wing corridor:
Inside, you’ll find a large desk, some shelves, and – the important part – a puzzle box with celestial symbols.
On your first visit you should have picked up a Torn Journal page in the same wing. The page doesn’t look like much until you examine it closely and shade it or view it under better lighting – then a pattern of celestial symbols appears: Moon – Sun – Star – Moon.
At the puzzle box:
X / Square / E depending on platform).Inside is your first gem: the Moon Quartz. Examine it so it’s properly registered in your inventory, but don’t slot it into the door yet – you still need the other two.

Tip: On higher difficulties, I treated this office as a mini-safe-room. Clear it once, then use it to reorganize your inventory before tackling the next leg.
The Sun Quartz is stored in a locked safe in the Lead Researcher’s Office. You can’t brute force this one; you’ll need both the right tool and the correct sequence.
Make sure you have:
From the west-wing central corridor:
Interact with the safe and select the Corrosive from your inventory to melt the padlock. This reveals a celestial-icon input mechanism similar to the Chairman’s puzzle box.
The correct sequence here is:
Star – Sun – Moon – Sun
Input the icons in that order to unlock the safe. Inside, you’ll find the Sun Quartz.
Common mistake: I wasted time assuming the Journal clue applied here too. It doesn’t – this safe has its own pattern, and trying to force Moon–Sun–Star–Moon will just make you think you’re missing an item when you’re not.
The Star Quartz is the trickiest because it’s gated behind access levels and a small event chain in the Isolation Ward. This was the last piece I found, and until I did, the door near the playroom remained stubbornly locked.
Head toward the Isolation Ward area. At some point along the critical path you’ll loot a corpse with an upgraded ID Wristband (Level 2 or 3). Don’t ignore that corpse – I almost ran past it in a panic the first time.

Equipping the upgraded wristband automatically increases your access level and lets you into restricted rooms you couldn’t open before, including the one you need next.
With the new wristband:
Once you restore or reveal the symbols (the game walks you through this as part of the ward’s mini-story), you can input the required pattern and open the box. Inside you finally claim the Star Quartz.
From here, you now have all three Quartz gems needed for the indented door near the playroom.
Return to the west wing corridor by the Rhodes Hill playroom. You’ll see the distinctive door with three recessed shapes matching your Quartz gems.
From this point, you’re moving into the basement / cellar zone linked to the playroom. This is where most players expect a red-jewel puzzle or an antique coin vendor based on early misinformation. That’s not what you get – but it’s still worth opening.
On the other side of the Quartz door, progress until you reach the kitchen and cellar section of Rhodes Hill. This is where the “playroom” label starts to make sense, but there’s one more gate to clear: the cellar door.
In the kitchen, you’ll encounter a chef zombie. You can try to run past, but I strongly recommend killing it:
Use this key on the locked door leading to the cellar / playroom area.
Behind the cellar door is a compact reward area that functions like a twisted playroom or storage den. In my runs, I consistently found:

That Casse-dalle charm is the real prize here. Resident Evil: Requiem leans hard into resource scarcity, and being able to rely on your knife to finish off enemies without it breaking too quickly is a huge quality-of-life upgrade for Grace.
Important clarification: despite what some early summaries suggested, I have not seen any way to:
Those features may exist elsewhere in Rhodes Hill or later in the game, but treating this particular playroom as an antique coin shop will just leave you disappointed. Until Capcom or official documentation says otherwise, consider the rewards here to be fixed loot, not a vending machine.
Even if the playroom itself doesn’t house the famous “Manual” upgrade, it still feeds into Grace’s progression loop.
If you’re hunting specifically for the Manual that boosts your blood collector capacity, look toward the blood analysis lab side areas instead – in my experience, that’s where analyzing the reversible blood sample and related steps come into play, not the Rhodes Hill playroom itself.
To wrap up, here are the biggest mistakes I made (and saw others make) with this section, and how you can avoid them:
Once you know that the Rhodes Hill playroom door is a three-Quartz puzzle and not a red jewel lock, the whole west wing flows much more naturally. Grab Moon, Sun, and Star, open the indented door, clear the cellar, pick up your Casse-dalle charm and supplies, and you’ll feel a lot less squeezed for resources in the chapters that follow.
If I could do it over, I’d stop reading about red jewels the moment I saw that three-part indentation and start hunting for celestial symbols instead. With this guide, you can skip the trial-and-error and get straight to what matters: keeping Grace alive.
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