Chasing more prefixes for the 419 HUD config paths would have been the same mistake twice, so this censuses the whole disc: harvest every plausible asset-name string from every archive (6027), hash each under the 16 known path prefixes, and ask per archive what fraction of its TOC that explains. idxd-container.md and idxd-tag-hash.md own the hash; neither says which archives are reachable by it. The result is bimodal. GP_TITLE 16/16, GP_PAUSE_MENU 11/11, GP_STAGE_CLEAR 44/44, GP_CHALLENGE 151/151, GP_MOVIE_THEATER 56/56, MiscBin 40/40, GP_GAMEOVER, GP_BUNK, GP_SYSTEM, GP_TUTORIAL and fonts are at 100%; tables.pak 78/79, GP_DIALOG 139/140, the six language paks 115/117; GP_MAIN_GAME_* 751/1119. Then the cliff: the six GP_MAIN_GAME_*2D.pak at 0 of 711 each, and GP_READY_ROOM at 6 of 1106 -- the largest UI pak on the disc, not previously noted anywhere. Eleven paks at 100% in the same run is the control that makes 0.0% a finding rather than a failed guess. So the 419 HUD paths are not missing assets: nothing in the 2D paks is reachable by name from the disc's own strings at all. Those TOC keys hash names that are not written anywhere readable. Also refuted first: the 419 values under 13 name transformations, every one scoring 0 against the E2D 711 and against all 16630 entries. Not settled: what those names are. The lever left is the hash's shape -- the top byte is the character-sum checksum -- but that needs a name corpus the disc does not contain. New structure doc, artefact and regenerator; the other eight regenerate byte-identical.