Directive 19: Exile a Digit (Hints & Answer)
Hint first (no full spoiler): You must banish one numeral. Choose one whose absence nobody in the vault will mourn.
Directive 19 is a deportation order. The Vault Security Committee requires you to choose one digit, via a row of picker buttons, and ban it from your password permanently. Once exiled, that digit can never appear again for the rest of the run. Type it and the rule flips to DENIED until you remove it. The choice is forever, so this is the one directive in Act III where thinking for ten seconds saves you ten minutes.
The full solution
The picker does some of the work for you. These digits are locked (grayed out, cannot be exiled):
- 0 and 1, always. The binary hour rule needs both.
- Every digit of your rule 9 answer.
- Every digit of the rule 13 missing number.
That usually leaves you 4 to 6 candidates. To pick among them, run this check:
- Scan your current password. If a candidate digit is already in it for some rule you cannot rewrite, skip it.
- Think ahead to Directive 23, which forces you to write the count of E’s in your password as digits. If your password will plausibly hold 2 to 6 E’s, do not exile those digits. Exiling a plausible E count means you will later have to add or remove E’s just to dodge your own ban.
- Prefer a digit with no fan club. In most runs 7 is a clean exile: it is rarely forced by earlier answers and rarely equals an E count in a short password. If 7 is locked in your seed, 8 or 4 are the usual runners-up by the same logic.
Example decisions:
- Password contains
E99and the missing number was 45: the picker locks 0, 1, 9, 4, 5. You choose among 2, 3, 6, 7, 8. Exile 7. - Your password already leans on 6 for a length fix: keep 6, exile 8 instead.
After exiling, do a sweep: search your password for the banished digit and rewrite any fragment containing it now, while things are quiet.
What breaks later
- Directive 23 is the classic collision. If your E count lands exactly on the exiled digit, you cannot type it. The fix is to add or remove one E somewhere harmless so the count shifts to a legal digit. Plan the exile so this never happens.
- Directive 21 is unaffected directly (digits score zero), but note the interaction: when rule 23 forces you to add or drop E’s, each E is worth 1 Scrabble point, so your rule 21 total moves too. A bad exile choice creates a two-rule chain reaction.
- Any future length or math adjustment must route around the banned digit. If you exiled 8 and need to add “8 characters worth” of padding, fine. If you need to literally type an 8, not fine, ever.
The Committee frames this as a loyalty test. Really it is a planning test. Exile a digit nothing depends on, sweep it out immediately, and Directive 19 becomes the rare rule that never bothers you again.
Stuck on a different directive? Browse all 30 rule guides or return to the vault. Fern believes in you.
Frequently asked questions
- What is the answer to rule 19 in the password games?
- Pick one digit from the picker buttons to ban from your password forever. The picker grays out 0, 1, every digit of your rule 9 answer, and the rule 13 missing number. From what remains, exile a digit you are not using and that is unlikely to appear in your rule 23 E count, such as 7 in most runs.
- Why are some digits grayed out in the rule 19 picker?
- Digits 0 and 1 are always locked because the binary hour rule needs them. The picker also locks every digit that appears in your rule 9 answer and in the rule 13 missing number, since those must stay in your password. You can only exile a digit the game knows you can live without.