
Carmine ranked among the three guardian deities of the Danmara dimension, charged with keeping the Fairy-Tale Card sealed. A minor antagonist in the Danmara Arc, his fall both broke that seal and yielded players the Dark Knight card.
He resembled an enormous knight of the medieval mold, rising no less than fifteen meters.
Carmine made no sound, a sentinel coded to cut down anyone who stepped onto National Border Hill.
When Momo's bid to climb National Border Hill's barrier came up empty, Carmine punched through the border and turned a menacing glare on her. He launched his attack, raising his shield to rain shards from the smashed wall while slashing at her with his sword. Unji Zuma arrived just in time to fend off the giant's swing, and when one of his umbrellas struck the sword's point it loosed a shockwave that tore Carmine apart. The kill earned Momo and Unji the Dark Knight card; the pair realized they possessed it only after they had beaten the Nom Nom Bongo, opening the way through Danmara's remaining stages. With the card players can conjure Carmine's sword and shield, though razing villages with it is off-limits.

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Carmine ranked among the three guardian deities of the Danmara dimension in Dandadan, charged with keeping the Fairy-Tale Card sealed. He serves as a minor antagonist in the Danmara Arc.
Carmine was a sentinel coded to cut down anyone who stepped onto National Border Hill, guarding the seal on the Fairy-Tale Card. His fall broke that seal.
Carmine was defeated by Momo and Unji Zuma. Unji arrived in time to fend off the giant's swing, and when one of his umbrellas struck the sword's point it loosed a shockwave that tore Carmine apart.
Defeating Carmine earned Momo and Unji the Dark Knight card. With it players can conjure Carmine's sword and shield, though razing villages with the weapon is off-limits.
Carmine resembled an enormous knight of the medieval mold, rising no less than fifteen meters tall. He made no sound and fought with immense strength and swordsmanship.
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