Etrian Odyssey Wiki
Advertisement
Etrian Odyssey Wiki
Spoiler Warning: Plot details follow. Read at your own risk.

Gimle is an enemy fought in Etrian Odyssey Untold: The Millennium Girl, and is the main boss of Gladsheim AREA IV.

This massive war machine resembling a tank with a ridiculous amount of gun turrets was built during the same age that Frederica was originally from, and is found and fought by the Highlander's party while they seek to activate Gungnir. It posses many different forms of attacking, including firing its main weapons, a flamethrower and mustard gas. That, along with its damage-resistant shell, makes Gimle a formidable enemy.

Gimle (Etrian Odyssey Untold)[]

Gimle
GIMLE
Description
A weapon stationed in Gladsheim. It has several turrets and will attack any intruder.
Enemy Data
HP 14000
ATK 50
DEF 46
Skills Random Shot
Bank Shot
Flamethrower
Mustard Gas
Smoke Bomb
Nitro Boost
Tread Press
Items Burnt Barrel
Weakness 3ds-volt
Resistance 3ds-cut 3ds-stab 3ds-bash 3ds-fire 3ds-ice
Status Resistance 3ds-stun 3ds-fear 3ds-sleep 3ds-panic 3ds-paralysis 3ds-blind
3ds-hbind 3ds-lbind
Status Immune 3ds-death 3ds-petrify
This box: view  talk  edit

Gimle is first seen on the northern area of Gladsheim AREA IV, and when questioned, it is explained to be a weapon used by M.I.K.E. to clean the floor from threats (explaining the absence of FOEs in the area), in order to aid the party and make Gungnir's activation easier.

However, after the true nature of the Gungnir is revealed, and the party decides against its activation, M.I.K.E goes berserk, refusing to listen to Ricky's orders believing that she has suffered brain damage. He attempts to use Gimle to defeat the party and take Ricky by force to a chamber where it can brainwash her. The weapon approaches the party by using its gun turrets to shoot at them from afar in the overworld, and later fighting them in direct combat.

After its defeat, Gimle is destroyed, and M.I.K.E is left alone in Gladsheim after explaining that the reason he insists in Gungnir's activation is that it was the purpose he was created for, and without it he will become useless.

Strategy[]

Before entering the terminal room at the south area of the floor, make sure you have mapped the entire room. That will make the barrage dodging a lot easier.

Before you can engage Gimle in combat, it will move its position closer to you shoot at your party from the distance, turning the tiles its shots it into damaging tiles, dealing 100 damage to the entire party if they are hit. There is a pattern to the shots, so observe them and approach Gimle twice while dodging the attacks to battle it. Once it retreats to its original position, you can attempt to sneak behind the boss for a preemptive attack, giving you a free turn.

Gimle starts with alternating between Flamethrower and its normal attacks, and sometimes it may also throw in a Smoke Bomb which may hinder the party's evasion, but it will only use it every 5 turns. At 85% HP it adds Bank Shot which is a delayed splash attack, and can use it every 2 turns. It also rarely starts using Tread Press which hits the whole party. At 65% HP it adds Nitro Boost which raises its turn speed, and is refreshed every 5 turns. It also stops using its normal attack, instead alternating between Flamethrower and Tread Press.

Once it hits 50% HP it uses Random Shot which can hit multiple times at random, but is prone to missing. Past that point, Random Shot replaces Flamethrower in its attack pattern, making damage mitigation more difficult. Once it falls to 35% HP, it unlocks its final skill, Mustard Gas, which inflicts a variety of ailments. It can never use Mustard Gas consecutively, but it is more likely to repeat this skill if the party is not afflicted with any ailments.

Gimle resists all forms of attacks that are not Volt, so Ricky and Arthur will be the main damage dealers of the party with their elemental skills, possibly paired with analysis for increased damage. Most of Gimle's attacks use its head, so that should be your main focus if you want to use binds. Binding its legs will block Tread Press. The Highlander should focus on support, occasionally attacking with Delayed Charge+Cross Charge, Spear Assist or Head Pierce. Raquna should use Front Guard or Parry every turn, or at least on the ones where you are going to be hit by Bank Shot, as well as Defender if you are having trouble keeping up with the damage. If you can predict Flamethrower, use Raquna's Fire Wall or if a party member has a Shield Grimoire with the skill. Simon can use Refresh along with his healing skills, and use Immunize in order to reduce the damage from Flamethrower, although that's not required. Also make sure to bring amritas since Ricky and Arthur will be drained of their TP.

Skills[]

  • Random Shot (Uses Head): 5-6 random bash attacks across the whole party. Low accuracy.
  • Bank Shot (Uses Head): Heavy bash damage to one target at the end of next turn, with splash effect.
  • Tread Press (Uses Legs): Heavy bash damage to entire party
  • Flamethrower (Uses Head): Heavy Fire damage to entire party
  • Smoke Bomb (Uses Arms): Lowers entire party's evasion for 3 turns, may Blind
  • Nitro Boost (Uses Legs): Increases Gimle's speed for 3 turns.
  • Mustard Gas (Uses Head): Inflicts Paralysis, Confusion or Poison on entire party

Drops[]

  • Burnt Barrel (Worth: 5600 en)

Conditional Drop[]

  • None
Advertisement