Gaming Guide

Silent Hill: Townfall Blood Door Puzzle Solution (Transfusion Door)

Where every blood bag is, which slots they fill, and the exact donor lines that open the Ordell Transfusion Door.

Where every blood bag is, which slots they fill, and the exact donor lines that open the Ordell Transfusion Door.

The Medical Centre – Different traps Simon behind a transfusion apparatus that stays shut until actual blood flows through it. To escape, collect five bags from the wards, place three in their matching wall slots, and feed three compatible donors into the container at the centre of the Transfusion Door.

Quick answer: Hang Sarah Watson in the 2nd left slot, Matthew Clark in the 3rd left slot, and George McEwan in the 4th right slot. Then connect H.M., T.F., and S.W. to the Ordell container.


All blood bag locations in the Medical Centre

There are five bags in this area, with different jobs. Alan Duncan and Lesley Greer supply the transfusion machines that lift the shutters to Ward S.W. and Ward D.P.; save the remaining three for the wall.

Blood bagTypeLocation
Alan DuncanAB−Southeasternmost room, vent access only
Sarah WatsonA+Ward S.W., Room 05
Lesley GreerB−Ward S, Room 12 (via Room 18 ladder)
George McEwanAB+Ward D.P. basement, Room 10
Matthew Clark—Ward D.P., Room 03 after the elevator drop

How to collect the blood bags

The layout of the wards, basements, and vents can be tricky to retain, so pick up the map before setting out. Follow the route below for the shortest safe trip, and use the central telephone to call 100 and save between steps.

Pick up the Medical Centre – Different Map in the centre of your starting room. It shows the wings and the transfusion machine you will revisit.
Reach the southeasternmost room through the grate, then crawl through the vent. Alan Duncan’s Blood Bag is on an IV pole there, and a nearby tape recorder offers a clue about where it belongs.
Return to the S.W. door and set Alan Duncan’s bag in the transfusion unit next to it. Press the transfusion button to raise the shutter and enter Ward S.W.
Inside the ward, turn left into Room 05 and take Sarah Watson’s Blood Bag from above the covered bed. The recording notes head trauma and a pulse of 90, which points to a specific slot later.
Go down the stairs north of Room 05 to the basement, then retrieve the Ward W Master Key from Room 04. Unlock Room 18 with it.

A large enemy roams this floor and contact means instant death for Simon. Avoid combat and move stealthily; carry IV Bags in case it catches you.

In Room 18, climb the ladder into Room 12 in Ward S. Lesley Greer’s Blood Bag is beside an IV stand.
Exit Greer’s room through the vent on its left, not the door. Make your way to the ladder beside Room 13 and climb down to the safer starting area.
Put Lesley Greer’s bag into the empty slot beside the transfusion machine and pull the switch. That opens Ward D.P., where the last two bags are.
Look in the Room 02 elevator shaft for a body caught around a blood bag. Use the elevator control to send it down to the basement for collection later.
At the eastern corner outside Room 06, crawl through the vent to Room 07 and descend to the basement. In Room 10, take George McEwan’s Blood Bag from beside his body; the pickup also grants the Ward P Master Key.
Collecting Blood Bags00:13Collecting Blood Bags
The George McEwan Blood Bag pickup in Room 10, which also hands you the Ward P Master Key. Shown at 00:13 in 100% Guides’s video. Image: Screen Burn
Unlock Room 03 with the Ward P Master Key and retrieve the bag lowered through the shaft. It is Matthew Clark’s Blood Bag, the final one required.
Crawl the vent in Room 02, take the stairs near Room 05 upstairs, and turn the valves in Room 05 and Room 10 while avoiding the patrolling enemy. With both valves running, climb the ladder between Rooms 01 and 09 to escape.

Using this ladder causes it to break, permanently closing off Ward D.P. Collect any items and collectibles in the ward before climbing.


Blood bag slot placement on the transfusion wall

At the transfusion wall, match the last three bags to the patient assessment clipboards posted by the stations. Use each clipboard’s injury details, then count the wall slots for its station.

Blood bagSlotAssessment clue
Sarah Watson2nd, left wallHead wound, pulse over 90
Matthew Clark3rd, left wallSmall cut on the forehead
George McEwan4th, right wall2nd- and 3rd-degree burns

With all three hanging correctly, pull the transfusion switch next to the locked metal door. Blood runs through the frame and the heavy double doors grind apart, exposing the circular dial lock on the wall beyond.

If no prompt appears, check the wall switch to the left of the doors; it isn’t mounted on the doors.


Transfusion Door puzzle solution (H.M., T.F., S.W.)

The Transfusion Door puzzle works like a plumbing diagram built around a medical chart. Patient initials mark six outer nodes, while short red-pipe sections occupy the rings between them. Turning a ring shifts those sections; a connection counts only when a continuous route leads from an outer node to the Ordell container in the middle.

Blood Door Puzzle00:29Blood Door Puzzle
The Transfusion Door dial, with the patient initials ringing the central Ordell container. Shown at 00:29 in 100% Guides’s video. Image: Screen Burn

Don’t try to link every node. The machine calls for three donors whose blood types are compatible, so the required combination is predetermined.

NodeBlood type
H.M.O−
T.F.O+
S.W.A+
Approach the dial and bring up the puzzle view. Press W/S to choose a ring and A/D to rotate it. The initials sit around the container at the centre.
Puzzle Interface Entry00:03Puzzle Interface Entry
The dial control view, where you rotate each ring to route the red channels inward. Shown at 00:03 in Ghosts of Reykjavik’s video. Image: Screen Burn
Focus only on H.M., T.F., and S.W. All other groupings are incompatible, and routing lines to the extra initials makes ring alignment more difficult.
Turn the rings individually until their pipe sections join without gaps. Trace one donor’s route from the outside toward the centre, then inspect completed connections again, since a later turn can break an earlier path.
Inner Ring Adjustment00:24Inner Ring Adjustment
When the inner rings glow red into the hub, the three donor feeds are complete. Shown at 00:24 in Ghosts of Reykjavik’s video. Image: Screen Burn
When each of the three feeds reaches the centre, select the Ordell container and interact with it. Blood flows inward, the mechanism locks, and the door opens on its own.

The bags around the room identify each patient by initials and blood type. Check their labels to verify the three donors instead of guessing at the dial.


How to confirm the door is open

A correct setup shows an unbroken red route from each of the three outer nodes to the centre. The container fills, and the heavy door opens by itself onto a dark, barred corridor; walking through triggers a save.

If interacting does nothing, at least one of the three lines still fails to reach the container. Clear the selection, then trace each route from its node toward the centre to spot the ring with a disconnected pipe section.


Townfall uses a second rotating-wheel lock much earlier, on the bathroom door in the room you reach after calling 100 from the Town Square phone booth. It looks like the Transfusion Door but takes a date instead of a flow path, entered from top to bottom. On Normal difficulty the answer is 18, January, 1996.

Interact with the wheels on the locked wooden door to open the puzzle view.
Approaching the door puzzle00:06Approaching the door puzzle
The date wheel door, unlocked with the value on the Room Service Card and CRTV Channel 60. Shown at 00:06 in WoW Quests’s video. Image: Screen Burn
Rotate the topmost wheel until it shows 18, the number that appears in the opening frames of the second yellow signal saved on the CRTV.
Setting the day wheel to 1800:14Setting the day wheel to 18
The top wheel set to 18, the day value for the date lock. Shown at 00:14 in WoW Quests’s video. Image: Screen Burn
Turn the middle wheel to January. In the same recording, a pencil indicates that month on the calendar.
Set the innermost wheel to 1996, the year printed on the room service card on the desk. The lock disengages as the third value lands, and the Open prompt appears. Step inside and take the Room 204 Key from the counter.

For either dial lock, the clue is in the room with the puzzle: check the room service card for a year, or the label on a wall-hung bag for a blood type.