This is a layer by layer-ish solution, also known as the centers last method. First you solve one side on the bottom intuitively. This is by no means hard, it just requires a bit of experience. For the next step, you solve the second layer edges, ignoring the centers. This step requires only two algorithms, usually just modified versions of the 3x3 algorithms U R U' R' U' F' U F(UF to FR) and the algorithm U' L' U L U F U' F'(UF to FL)with slices AND outer layer turns. Though, through trial and error, you may figure these ones out on your own, it will be much simpler to find a solution to this step on your good friend, the internet! Step 3 is the same, ecxept now you are working with the middle layer edges. For this step, you use the same algorithm as you did for step 2, except this time turning double layers. So if the algorithm you used had the move "u", you would turn BOTH top layers in the same direction. By now, all corners and midges that belong on the top layer should be solveable using 3x3 last layer algorithms. Only turn outer layers and slices E, M, and S. That means no "d" "r2" "(Bb)2" etc. These moves will destroy what you have solved, and this is obviously not something you want during a speedsolve. The next step separates wing edges on the U layer from the u slice. This step is also simple and requires only (4?) algorithms. Also, while you do this step all of the edges on the first four layers should be solved. The second to last step can be done a few ways. One way would be to do commutators, which is simple and intuitive, or you could learn a few algorithms to solve a few edges at a time. You might want to combine these two for certain harder cases also. FINALLY, the last step. Even though it is considered to be algorithms, this is really an intuitive. all you need to know is the algorithm "r U' l' U r' U' l U". you can mirror this alg and use different slices but NEVER use outer layers in this step, unless you are 100 percent sure that it works.