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Silent Hill f School Locker Codes: Every Code for Every Difficulty

Silent Hill f School Locker Codes: Every Code for Every Difficulty
Image credit: Legion-Media

With monsters closing in, Hinako doesn’t need another problem—but the next one is already at the door.

Silent Hill f does that classic Silent Hill thing: traps you in a creepy school and then expects you to do math about letters. If you are stuck staring at a wall of lockers and wondering why a number looks like a letter looks like another number... yeah, same. The good news: you only need one locker to move the story forward, and I have that code for every difficulty. The better news: I also have the optional locker codes, and they hide useful stuff you will actually want.

First, how to even find the right locker

You are after Asakura Ayumi’s locker. The breadcrumb trail starts in the Second Floor Classroom, where a note to the teacher mentions that Ayumi found a key for the Key Box we need. That note basically screams: check her locker.

Grab the Old Annex key there, then head to the Old Annex. On the eastern end, poke through the two classrooms for clue notes. These introduce the game’s very Silent Hill brand of secret alphabet: a goofy shape-matching cipher the students use, nicknamed 'girl code'.

Example: a note shows '84*8'. Another note cracks it as 'BAKA' (stupid). 8 maps to B, 4 maps to A, and * maps to K because... sure.

Ayumi’s classroom is on the western end of the annex. Check the roll call sheet on the teacher’s podium to locate her desk (Row 4, line 2). Search that desk for the key to the locked locker room and a clue note that changes based on difficulty. With the locker room key in hand, head to Ayumi’s locker and punch in the code your clue implies.

How 'girl code' works (a quick sanity check)

This is inside-baseball even by Silent Hill standards. The cipher matches characters by shape. The ones you actually need:

B = 8, A = 4, K = *, S = 5, O = 0, I = 1, E = 3, G = 9. The game also decides U = 6 because... well, because it does. Your Journal backs that up after you find the BAKA clue.

Ayumi’s locker: story-critical code by difficulty

Story mode

The note gushes about loving the sea. That spells the word 'SEA', which in girl code is S=5, E=3, A=4. Enter 534.

Hard mode

The note won’t shut up about the bus. That’s 'BUS', which translates to B=8, U=6, S=5. Enter 865.

Lost in the Fog mode

The note waxes poetic about something you can fry, boil, and bake into a cake. That’s 'EGG', so E=3, G=9, G=9. Enter 399.

Unlocking Ayumi’s locker gets you what you need to progress toward the mountain. Yes, one locker, not all of them.

Optional lockers worth opening (same codes on every difficulty)

These are bonuses, but they are actually helpful, so do not ignore them if you like living.

Aoi’s locker: In Ayumi’s classroom, grab the Origami of Grievances at the back. It says the combo matches his name: 'AOI'. That becomes 401. Inside is another Origami that points you to the next locker.

Suga Yosie’s locker: The Origami hint says it looks like a cry for help. That is 'SOS' in three characters, so 505. Inside is Hinako’s school bag, which increases your inventory by one slot.

Tsuchiya Taiko’s locker: Once you have the Generic Classroom key, go to the second floor’s eastern hallway and unlock the north-facing classroom. In the back, another Origami gives the combo: 377. Inside is the Omamori [Wolf], which lets Hinako deal extra damage when using weapons with high durability.

All locker codes at a glance

  • Asakura Ayumi (Story): 534 ('SEA')
  • Asakura Ayumi (Hard): 865 ('BUS', with U = 6)
  • Asakura Ayumi (Lost in the Fog): 399 ('EGG', G looks like a flipped 9)
  • Aoi: 401 ('AOI')
  • Suga Yosie: 505 ('SOS')
  • Tsuchiya Taiko: 377 (given by Origami in the north-facing classroom)

Final tip before you bolt

If the cipher feels arbitrary, that is kind of the point. The game sprinkles just enough breadcrumbs to make you feel like you earned it, then throws in curveballs like U = 6 just to keep you guessing. Follow the notes in the Old Annex, grab the locker room key from Ayumi’s desk, and you will be out of that cursed hallway fast enough to still have a pulse.