Red Darknut

, also known as Red Dark Nuts, are recurring enemies and NaN Sub-Bosss in. NaN Red Darknuts go unnamed in.

NaN Red Darknuts are weaker than NaN Blue Darknuts in. They are able to shield themselves from any attack and are thus invulnerable if attacked from the front. TLoZ: can harm them by attacking them from the side or behind with either his TLoZ: or a TLoZ:. NaN Red Darknuts cannot be stunned by the TLoZ: and they cannot be harmed by the TLoZ:, NaN Arrows, or TLoZ:. They have a health of four. When defeated, NaN Red Darknuts may drop either a TLoZ:, one TLoZ:, four NaN Bombs, or a TLoZ:.

NaN Red Darknuts appear in with a similar appearance and behavior to NaN Darknuts from, attacking by throwing spears or charging at OoS: with their sword.

NaN Red Darknuts appear in with a similar appearance and behavior to NaN Darknuts from, attacking by throwing spears or charging at OoA: with their sword.

NaN Red Darknuts are NaN Darknuts that wear crimson-colored armor but otherwise behave identically to NaN Silver Darknuts. A TWWHD: without a TWWHD: appears at TWWHD: along the road to TWWHD:. A second TWWHD: with a TWWHD: appears on the stairs leading to TWWHD:'s room in TWWHD:. Crimson-armored NaN Mighty Darknuts also appear atop the stairs to TWWHD:'s room.

NaN Red Darknuts are commander-rank NaN Darknuts who possess greater strength and endurance than the standard variant in, though they have the same attack patterns. A TMC: appears as the TMC: of the TMC:. Two NaN Red Darknuts later appear as enemies in TMC: after TMC: defeats the TMC:.

NaN Red Darknuts are fought the same way as regular Darknuts. They are found in the Cave of Ordeals's 48th and 49th floors, alongside 2 Aeralfos in the former and 1 Darknut and a Green Darknut in the latter.

NaN Red Darknuts appear as NaN Sub-Bosss in where they are the second strongest variety of CoH:. Although their movement is limited to the beat of the music, they can move on every single beat, rendering them faster than most enemies and NaN Sub-Bosss. They also carry a shield that protects them from frontal attacks and can push the heroes backwards as they move, making them dangerous in areas where they can pin the heroes against walls or push them into holes and other hazards. Every few beats, they will lower their shield which will temporarily expose them to attack. When their shield is down, they will only swing their sword if the hero is either standing still or tries to run to their sides.

When the opportunity to strike the heroes arises, they will hold out their sword for one beat and 5 warning tiles will flash in a horseshoe formation before they swing their sword on the second beat, dealing damage to anything within 3 spaces in front of them and anything that was already standing at their sides.

Equipping the CoH:, the CoH:, or CoH: will enable the heroes to attack them through their shields.