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BRIGANDINE ABYSS Scarlet Will Story Walkthrough

Garnet's company, unicorn-mercenary economy, and the Event Battle habits that decide a 30-hour campaign.

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Scarlet Will Story Walkthrough

Scarlet Will is the mercenary campaign. You play Garnet, whose father dies in the opening. The army runs on unicorn-mercenary hires that must stay liquid because the campaign is shorter on dragons than Gran Dragnica is. This is the other demo nation, the beginner-friendly pick for players who prefer a human company fantasy over a dragon-tamer opening. It is the same Story Mode length as Gran Dragnica, with the same Event Battle rules and the same season loop.

This page is the Scarlet Will path only. The general Story Mode loop is on Campaign Walkthrough. For the parallel Gran Dragnica guide, use Story: Gran Dragnica. For the system that decides most Scarlet Will fights, use the Rally System and Combat Tips.

Adglobe developed BRIGANDINE ABYSS. Happinet ships Japan, NIS America ships the West. Steam opened August 26, 2026; Switch 2, PS5, and Xbox Series X|S opened August 27, 2026. Standard price is $49.99. There is no multiplayer, and there is no story DLC announced at launch. For SKUs and demo rules, see Editions & Demo and Release Info.

Why Scarlet Will is the other demo path

The Steam demo (May 25, 2026) and the console demo (July 30, 2026) shipped the first two seasons of both Gran Dragnica and Scarlet Will. That is the practical reason Scarlet Will is the beginner-friendly alternative to the dragon campaign. The army’s identity is unicorn-mercenary, the company lives on hired blades that can perish forever, and the tutorial tone of the early hours is friendlier than the chimera or isolated-clan alternatives.

Scarlet Will’s economy is the actual lesson, not the unicorns. Three rules:

  • Story-relevant knights do not go on routine quests. They train, defend, and fight.
  • Mercenaries die forever on a loss. They are the correct bodies for quests, training expeditions you might fail, and sacrificial garrisons.
  • Unicorns do not save you from a wide empty empire. Garrison the castles you capture.

The Quests and Training page covers the operational version of those rules. The Base Building page covers why you should rank a core before you spread.

Season 1 — Garnet’s company has to stay alive

The opening lands you with Garnet as the leader, a handful of named officers, and a roster of mercenaries who will not be at your side by season twelve if you mismanage them. The first Organization phase is the most important turn of the campaign, the same way it is for Gran Dragnica, but the economy feels different: you do not have free dragon bodies to lean on.

The first-season rules that apply to every Story Mode path still apply:

  1. Leaders on quests cannot defend. Leave a garrison.
  2. Troops moved during Organization are committed for the rest of the season. Marching your only squad away leaves the home keep empty.
  3. Story Mode does not let you attack locked nations. Do not declare on a border the plot has not opened.

The How to Play page covers the season loop. The Class System page is where level 10 and level 20 promotion gates live.

Season 2–4 — unicorn-mercenary economy

Scarlet Will’s first arc is the rise of Garnet’s company after her father’s death. The fantasy is a justice-mercenary outfit on the southwestern grasslands, and the system that lets it breathe is the mercenary hire pool. Use it:

  • Hire two or three mercenaries in season one. They are disposable bodies for material runs and training expeditions.
  • Park them on the long fetches: material runs for base upgrades, training runs for class-change items, garrison duty at castles you might lose.
  • Keep Garnet and the named officers free to defend and to Invasion. They are the bodies that grow through levels and class-change items.

Combat in the opening mirrors Gran Dragnica:

  • Use height. The early maps have elevation. Put your fliers and ranged units on the high hex.
  • Focus enemy leaders. When their leader falls, the rest of the squad retreats.
  • Rally a monster when a body is doing nothing. The lizard extra action is the strongest published Rally trait; unicorns play a different role, and you do not have to chase them.

For the timing rules around Rally, dismiss, and Command Points, see Rally System and Combat Tips.

Building a Scarlet Will squad

A typical Scarlet Will squad has Garnet as the leader, two or three unicorns as the campaign identity, a lizard or two as Rally batteries, and a flyer for height maps. Unicorns are cheaper than Gran Dragnica’s dragons, but their role is different. They are the campaign army you are meant to build, not the trophy you are meant to chase. Promote them when you can afford the Command Point hit. Drop a body when you cannot.

Mercenary knights are the backbone. They level fast. They die forever. The trick is to hire more than you think you need so quests and garrisons can run in parallel, and so the losses do not bleed the campaign dry. The Quests and Training page covers the math.

Mid-campaign habits (Garnet’s arc, seasons 8–20+)

After the first Event Battle, Scarlet Will settles into the same Organization, Attack, Invasion loop as Gran Dragnica. The opening flourish ends. The reviews that bounced off Story Mode called this part repetitive. The reviews that stayed cited Mission Mode and Rally. Plan for both reactions.

Practically:

  • Calendar the Event Battles. Stage three squads at a central keep two seasons ahead. Pull named leaders off optional quests before the window opens.
  • Do not attack locked nations. Story Mode gates them.
  • Garrison for Invasion. NPC factions train in the background and will declare on empty keeps.
  • Keep upgrading, but pick a core. Money and materials should go into the castles that feed your three squads.

The Rally System page is required reading before any mid-game fight. The Campaign Walkthrough page covers cross-campaign habits. The Combat Tips page covers the Invasion checklist.

When the campaign ends

Scarlet Will’s campaign is roughly thirty hours, in line with Gran Dragnica and the other four Story Mode nations. Finishing it does not unlock the others — they are all available from the start. For replay order, see the Faction Tier List. For a buyer’s take, see the Review. For patch notes, see Updates.

The same Story Mode loop applies regardless of which nation you start with. The difference is the army identity, the story framing, and the geographic class mix. For the parallel Gran Dragnica guide, use Story: Gran Dragnica. For the broader Meltitea map, use the Factions Hub.

FAQ

Frequently Asked Questions

Quick answers to common questions about BRIGANDINE ABYSS.

Is Scarlet Will a good first campaign?

Yes. It was the Steam demo's first two seasons and the console demo's first two seasons. The mercenary tone is readable, and the tutorial is friendly. Gran Dragnica is the other beginner pick.

Why do mercenaries matter so much in Scarlet Will?

They perish forever on a loss, which makes them the correct bodies for quests, training runs, and sacrificial garrisons. Story knights stay free to defend and to Invasion.

What happens if I lose an Event Battle in Scarlet Will?

Story Mode ends the campaign. Event Battles can pull any squad regardless of where it stands on the world map. Stage three real squads at a central keep before the season arrives.

Should I send Garnet on a quest for class-change items?

Only if you accept she cannot defend or fight while she is gone. Park mercenaries on long material runs and reserve Garnet for the battles that matter.