The autopilot doc's own problem #2 is that the pilot ignores the mission objective - its 300s run took no damage, killed one fighter, and watched REMAINING OB RISE from 004 to 011. So this surveys where that knowledge is. GP_TUTORIAL.pak yields the game's own list of what a player can do: BASIC CONTROLS, HEADS-UP DISPLAY, RADAR, SUPPLY AND SPECIAL MOVES, RADIO ORDERS, ADVANCED CONTROLS, with descriptions. Worth stating against what the pilot actually does: pilot.py and navigator.py use move and attack only. Resupply, special moves, radio orders to wingmen and advanced maneuvers are all unused, and two of them bear directly on open problems - resupply is the untested RETIRE mode, radio orders is an escort lever that flying skill does not substitute for. tables.pak is a name-resolved config seam: 79 IDXD objects, 6275 distinct field names, including DLG_MISSION_OBJECTIVE and DLG_STAGE_TITLE01..16 (so 16 stages). GP_MAIN_GAME_<lang>.pak holds 131 weapon\ tables, 113 unit\ and 64 message\ - the weapon ones being what problem #1 wants for real projectile speed and range. But the objective TEXT is not text: DLG_MISSION_OBJECTIVE = pdscr099.prt, a screen part, and the message tables resolve to face textures. All human-readable text in this game is rendered sprite art, which is why the UI work has been reading pixels all along. A per-mission objective table is an OCR job, not a table dump - so the cheaper and more actionable route is the runtime REMAINING OB counter, which is on the HUD and therefore in RAM.