We have no solo film.
We have 18 hours of people playing alone.
No solo tournament has been decoded into this room, and nothing on this page pretends otherwise. What is here instead: the Override solo calendar as Epic actually published it, a measured account of which duos lessons survive the jump to solos and which invert — taken from the 64,898 seconds of the Major 2 Grand Finals that players spent alive with a dead partner — and the dated plan for Loot Paths, the view that ships once solo replays exist.
Solo format
Chapter 7 Season 4 — Override, internal tag S42 — went live 20 August 2026 on patch v42.00. Solos are on the calendar this season, but they are not where the money is. Here is the whole shape of it, with the parts nobody has confirmed marked as such.
Solo events
Cash-cup format
Solo FNCS path
Named POIs
The Override competitive calendar
Every row below is an all-region online event unless the location says otherwise. Times are the session windows as listed; solo events are the highlighted rows.
| Date (2026) | Event | Mode | Why it matters here |
|---|---|---|---|
| Aug 23 | Performance Evaluation + Arenas Test Cups | Duos BR (EU, NAC) | First Override replays of any kind. Not solos. |
| Aug 25 | Practice Cup #1 | Practice | New-map reps, no prizing. |
| Aug 29 | Practice Cup #2 | Practice | Last tune-up before prizing starts. |
| Aug 30 | Cash Cup #1 | Zero Build Reload Duos | The season’s money format. Wrong mode for a solo corpus. |
| Sep 4 | Cash Cup #2 | Zero Build Reload Duos | As above. |
| Sep 5 | Victory Cup #1 | Solo Battle Royale | First solo tournament of the season — and the first solo replays we could pull. |
| Sep 13 | Victory Cup #2 | Solo Battle Royale | Second solo sample. |
| Sep 19 | Victory Cup #3 | Solo Battle Royale | Last solo cup before Globals week. |
| Sep 26–27 | FNCS 2026 Global Championship — Lotto Arena, Antwerp (LAN) | Duos | $2,000,000 season world title. Duos, not solos. |
| Sep 28 | Solo FNCS path opens | Solo | The date is confirmed. Nothing past the date is. |
Sources: docs/season-s42-override-plan.md (season facts, verified 2026-08-20 against
Epic’s in-game Compete tab on launch day) and the schedule entries in lib/sample-data.ts, each
carrying confidence: “confirmed”. Antwerp dates re-verified 2026-08-15 against BLAST,
Lotto Arena and Liquipedia.
Which of our drop dossiers still describe live ground
Override rebuilt the centre of the same Chapter 7 island. Roughly ten of the thirteen named POIs carried over, so most of the 31 drop dossiers still describe terrain you can land on — but four of them do not, and a solo player planning a drop should know which.
| S41 dossier | Status in Override | Use it? |
|---|---|---|
| Calamari Canyon | Removed from the island | Archive read only |
| Frosted Flats | Removed from the island | Archive read only |
| Sinister Strip | Removed from the island | Archive read only |
| The Zero Point | Replaced by The Spire | Ground rebuilt — routes void |
| New in Override, with no film behind them yet: Green Hill Zone, Reality’s Reign, Stone Sanctum, plus the landmarks The Spire and Pac-Man Island. | ||
Why the corpus cannot be filled from ranked or pubs
Ranked is a different game
Pubs are contaminated
Replays expire
Solo vs duos film
Everything in this room was measured in duos. That does not make it useless for solos — it makes it partly useless, and the interesting work is saying which part. Below, each claim is tied to a mechanic and, wherever a number exists, to the games it came from.
What holds in solos
What inverts
1 · The trade almost never comes — and in solos it is exactly zero
The habit duos teaches worst is the fight you take because your partner can clean it up. In the Grand Finals there were 958 eliminations where the victim’s partner was still alive at the moment of death. Only 36 of them — 3.8% — were answered by that partner eliminating the killer within thirty seconds. When an answer did come it came fast (median 8 s), which is the point: either the trade is immediate or it never happens.
2 · Shorthanded play is where the endgame eliminations actually are
361 of the 2,380 Grand Finals eliminations (15.2%) were taken by a player whose partner was already dead. That share is not spread evenly — it climbs as the lobby empties, until in the last five teams nearly two eliminations in five are being taken by somebody playing alone.
| Teams still alive | Eliminations | Taken by a shorthanded player | Share |
|---|---|---|---|
| 50 – 31 | 1,058 | 41 | 3.9% |
| 30 – 16 | 715 | 118 | 16.5% |
| 15 – 6 | 426 | 132 | 31.0% |
| 5 – 1 | 181 | 70 | 38.7% |
Read the other way round: the closing minutes of a duos tournament are already being played substantially solo. If you only ever practise the paired version of the endgame, you have not practised the version that decides most Grand Finals games.
3 · Third-party maths gets worse, and it is a density problem
Counting every elimination that landed within 20 seconds and 150 metres of an earlier elimination involving neither the killer’s team — a proximity definition, not a mind-reading one — the Grand Finals look like this:
| Teams still alive | Eliminations placed on the map | Inside another team’s fight | Share |
|---|---|---|---|
| 50 – 31 | 1,058 | 159 | 15.0% |
| 30 – 16 | 715 | 584 | 81.7% |
| 15 – 6 | 426 | 409 | 96.0% |
| 5 – 1 | 181 | 131 | 72.4% |
What this measure does and does not prove
It is a proximity-and-timing count, not a claim about intent. Once fifteen teams are inside one small circle, almost any elimination is within 150 m of another team’s fight whether or not anybody chose to third-party. The number that carries real information is the early one: with 31 or more teams alive, spread across the island, 15.0% of eliminations still landed inside somebody else’s fight. Mid-game, at 30–16 teams, the jump to 81.7% is where the map genuinely compresses. The last-five drop to 72.4% is an artefact of there being too few teams left to be uninvolved.
In duos a third party costs you a partner and you keep playing. In solos it costs you the tournament. The early-game figure is the one to train against: even when the island is still wide, one elimination in seven was already somebody arriving late to a fight they did not start.
4 · No rebuild, no revive, no refresh — and we cannot measure any of it
The mechanics that most obviously invert are the ones our parse cannot see. The decoded replay stream gives positions, eliminations, damage, storm circles and stop durations. It does not give builds, materials, heals, shields or reboots. So everything in this paragraph is a mechanic argument and is labelled as one: in solos nobody boxes you up while you heal, nobody carries the mats when you run dry, nobody rebuilds the wall you just lost, and a reboot card has nobody to bring back. Each of those changes the cost of taking a fight; none of them is a number we can show you, and we are not going to invent one.
5 · Being alone is survivable — three Grand Finals were won that way
Of the 766 duos that spent time shorthanded, 76.2% finished ahead of the number of teams that were still alive when their partner died, gaining a median of two placement spots while a player down. Read that carefully: staying alive means climbing as others fall, so this is not proof that going shorthanded is good. It is proof that it is not a reason to give up the game.
Three of the twenty-four Grand Finals were won outright by a player whose partner had been dead for more than five seconds:
| Game | Won by | Alone for | Their elims | Partner |
|---|---|---|---|---|
| EU Day 1 · Game 5 | el Focus yhyh | 85 s | 7 | VP Th0masHD |
| NA Day 1 · Game 3 | XSET Muz 7ǃ | 15 s | 4 | DТ Rise |
| NA Day 2 · Game 4 | XP42 Мoneymaker | 45 s | 4 | ORP Fnajen sc |
Muz’s film page opens on exactly that game — NA Day 1, Game 3 — so you can scrub the last minute and watch a Grand Finals won by one player. It is the nearest thing to a solo endgame receipt in the room.
Loot Paths
The build, dated
Steps one and two are already done — they are what the Major 2 room is made of. Everything from step three needs a solo tournament to exist first.
-
Done · Aug 10
The stop detector, proven on 24 games
53,258 stops are already logged across the Grand Finals — each with a position, a duration and the point of interest it sits inside. The measurement Loot Paths needs already works; it has only ever been run on duos.
-
Done · Aug 10
Per-spot pages to hang the routes on
The 31 drop dossiers and the consensus opening routes are the surface a loot path lands on. No new page architecture is needed — a loot path is a new section inside a dossier.
-
Next · Sep 5
Pull Victory Cup #1 the night it runs
Epic keeps replay chunks for roughly three months, and the download is the only irreversible step. Cup one is pulled and archived on the night of 5 September whether or not anything is built on it yet.
-
Sep 5–19
Three cups, then count the sample per spot
A route is only a consensus if enough players walked it. The gate is per POI, not per event: a spot gets published when it has enough landings to show agreement, and the spots that do not clear it stay blank rather than showing a route derived from four people.
-
After cup 3
Re-fit the stop and activity definitions for solos
Half of the S41 activity model is about two players — duo split, who took the fight, proximity contact between teammates. Those labels mean nothing with one player, so the model gets re-fitted against solo games rather than reused. Same bar as Major 2: labels publish only after they check out against a cup the model never saw.
-
Late Sep
Publish per-POI loot paths, versioned to the Override map
Loot pools and the island change every season, so a loot path carries the season it was measured in and expires with it. This is an Override-era view from day one; the S41 archive never gets one.
What you will be able to do with it
Six things, listed in full on the Loot Paths room page along with the one that matters most — what version one still will not know. The short version: it names the building, not the POI; it gives you the clock at which the placing players stopped looting; and it cannot tell you what came out of a chest, because the replay stream does not carry inventory. That last limit is permanent, not a v1 gap.
How it will be sourced
Our own parses
Solo lobbies only
Placing players only
Held out before it ships
Where this lives. Loot Paths is the room page — what it will be, what it will not be, and the nearest views that already exist. This tab is the build plan behind it: the dated steps, the sourcing rules and the solo calendar the whole thing is gated on. The argument about the design runs in the Elite Arena Discord.
Notes & method
This page mixes three kinds of statement: numbers measured from replay data, facts taken from a published calendar, and analyst opinion. They are not interchangeable, so here is which is which.
Solo data in this room
Duos games measured
Shorthanded stints
Computed
Every claim on this page, and where it came from
| Claim | Source | Status |
|---|---|---|
| 766 of 1,193 duos split; 64,898 solo player-seconds; median 43 s, p25 19 s, p75 100 s, max 997 s; 41.8% over 60 s, 20.1% over 120 s | public/film/data/S41_FNCSMajor2_Final_Day{1,2}_{EU,NAC}/game{1..6}/index.json — players[].team and deaths[], 24 files | Measured |
| 3.8% trade rate: 36 of 958 eliminations answered by the victim’s partner within 30 s; median answer 8 s | Same 24 files — events[] (k killer, v victim, t seconds) cross-referenced with team membership and death times | Measured |
| 361 of 2,380 eliminations (15.2%) taken by a shorthanded player, and the 3.9 / 16.5 / 31.0 / 38.7% split by teams remaining | Same 24 files. “Teams remaining” is counted at the timestamp of each elimination, a team being out when its second player dies | Measured |
| Third-party shares 15.0 / 81.7 / 96.0 / 72.4% | Same 24 files. Definition: an elimination within 20 s and 150 m of an earlier one in the same game involving neither of the killer’s team. Coordinates are the metres recorded in events[].x/y | Measured, definition-dependent |
| Median +2 places gained while shorthanded; 76.2% finished ahead of the teams-alive count | Same 24 files. Confounded by survivorship — staying alive climbs the board on its own. Stated as such on the tab | Measured, confounded |
| Three Grand Finals won by a player alone (85 s / 15 s / 45 s) | Same 24 files: placement === 1 with a partner death more than five seconds earlier | Measured |
| Pre-position rates (median 34%, 18 of 200 pre-positioners, 119 late rotators, best-placement 3 vs 5) · median first move 105 s · median kill range 6.2 m | The 200 published player profiles already in Find Your Style (public/film/style.html, ELITE_QUIZ payload). Re-aggregated, not re-derived | Measured (published) |
| 53,258 stops · 31 dossiers · 200 gameplans · 66 surge holds · 341 contested landings · 2,380 eliminations · 2,386 player games | Counts already published across the Major 2 room. The two that look alike are different arrays in the same 24 files: events[] (elimination events — killer, victim, time, position) sums to 2,380, players[] (one row per player per game) sums to 2,386 | Measured (published) |
| 35 solo ranked-cup games in the consensus route build, weighted double | Stated on Consensus opening routes. Those games are not archived in this repo — only the derived table survives | Published, source not retained |
| The Override calendar: Aug 23 / 25 / 29 / 30, Sep 4 / 5 / 13 / 19 / 26–27 / 28; cash cups are Zero Build Reload Duos; Victory Cups are Solo BR; Antwerp is a $2,000,000 duos LAN; Major 3 cancelled, Last Chance ran Aug 3–14 | docs/season-s42-override-plan.md (verified 2026-08-20 against Epic’s in-game Compete tab) and the confidence: "confirmed" schedule entries in lib/sample-data.ts. Antwerp re-verified 2026-08-15 (BLAST, Lotto Arena, Liquipedia) | Sourced |
| Island diff: Calamari Canyon, Frosted Flats and Sinister Strip removed; The Spire replaces The Zero Point; Green Hill Zone, Reality’s Reign and Stone Sanctum added; 13 named POIs, about 10 carried over | docs/season-s42-override-plan.md, launch-day season facts table | Sourced |
| Ranked disables Sprite powers; Match Overrides contaminate public-match movement; Epic’s replay CDN expires chunks after roughly three months | docs/season-s42-override-plan.md | Sourced |
| “If the fight is only good because someone else finishes it, it was a bad fight in duos too” · “solos removes the excuse” · the reading of why third-partying costs more in solos | Analyst interpretation of the measured numbers beside them | Editorial |
| No rebuild partner, no revive, no mat sharing, no reboot — and what each costs | Game mechanics. Not measured: builds, materials, heals, shields and reboots are not in the decoded replay stream at all | Editorial (mechanic) |
| Every date, gate and capability in the Loot Paths tab | A plan, not a record. Nothing in that tab has been built | Plan |
| Solo Victory Cup scoring, region splits and prizing · the shape of the Solo FNCS path after Sep 28 | Nothing. Not published, not held, not guessed | Unknown |
How to check the work
Everything in the measured rows comes from twenty-four JSON files that ship with this site. Each
index.json holds players[] (with team, placement,
kills), deaths[] as {p, t} in seconds, events[] as
{t, k, v, x, y} for every final elimination, and zones[]. A duo is two
players[] rows sharing a team; a shorthanded stint is the gap between their two death
timestamps. No other input was used, and no number on this page was rounded up.