Board Thread:The Last Sovereign Discussion/@comment-35006067-20180712181054/@comment-36170150-20180712203555

TLS is unfinished and has too many interdependencies, too many decisions have their value decided by previous decisions and future requirements. That makes it impossible to make a good walkthrough where you assume you know what's best for the player when you also don't know anything about how the player has played up to that point. Sections like the 3AW would contain so many "if"s and "else"s that I fear their complexity would beat the purpose of making a walkthrough in the first place. It could get so bad that it would just be better to link the player to the wiki resources and tell them to figure it out themselves. Maybe when TLS is finished it is going to be possible to make such a walkthrough because we will be able to know just how lenient the game is with the requirements for the "best" endgame results, perphaps allowing for some suboptimized "catch-all" directions.

Currently, I think the best that can be done is to make two separate things:

1. Make a guide containing mostly pure optimizations, stuff that is in the Secrets and collectibles page but organized chronologically, add information like the number of enemies in the map and recommendations of when to do them to yield the most EXP when relevant, decisions and quest resolutions that we know are superior in the long run, and maybe some investments that are just so good that they are almost mandatory.

2. Make a walkthrough that encapsulates every relevant action in the game, but assumes the player has done all of it up to that point. To help deal with the issue of a player only finding the walkthrough halfway through their playthrough, we could perphaps include download links for a save file at the start of every major section. Another alternative would be to detail the expected values of variables relevant to the section the player is currently in and then link them to the resources in the Cheating page.