Merluvlee
Merluvlee | |
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Merluvlee in Super Paper Mario. | |
Species | Shaman/Flipsider |
First appearance | Paper Mario (2000) |
Latest appearance | Super Paper Mario (2007) |
- “Tell her this: 'Now we're even.'”
- —Merluvlee, Super Paper Mario
Merluvlee is a female character in the Paper Mario series. She always appears in the role of a fortune teller, although the exact nature of her clues varies from game to game. According to Wonky, Merluvlee comes from a tribe that names people based on their profession, implying that every Merluvlee met may be a separate individual. It is possible that the aforementioned tribe is actually the Tribe of Ancients; Merluvlee expressly stated herself to be a descendant in Super Paper Mario.
Merluvlee's name is a portmanteau of "Merlon" (therefore making her indirectly named after the fictional wizard Merlin) and a corruption of the word "lovely", which several characters use to describe her. A Dryite's dialogue in Dry Dry Outpost contains a typo that refers to Merluvlee as Merluvee. Merluvlee is revealed to be 25 years old in Paper Mario: The Thousand-Year Door by an e-mail sent to Mario.
History
Paper Mario
In Paper Mario, Merluvlee lives in a house on Shooting Star Summit, with her brother Merlow. Throughout the game, many characters comment that she is the most beautiful woman they have ever seen. Somewhat comically, the player is never allowed to see her face, because she always wears a hood. She is also notable for being the owner of the companion to the mysterious chest in Peach's castle. According to a gossip-loving Toad near Tayce T.'s house in Toad Town, one of Merluvlee's hobbies is cultivating bonsai trees.
For one of Koopa Koot's favors, Mario is requested to retrieve Merluvlee's autograph. The reward for doing so is three Star Pieces, making this one of Koot's more lucrative favors.
She can predict the locations of Star Pieces, Badges and Super Blocks. For the Star Pieces, she charges 5 coins, and can only predict 63 of 160, namely those found in the overworld instead of owned by characters. For the Badges, she charges 20 coins, and can predict all but Power Jump which Mario already acquires. For the Super Blocks, she charges 30 coins, and can predict all of them.
- Merluvlee's Predictions
- For Star Piece predictions, see List of Star Pieces in Paper Mario.
- For Super Block predictions, see Super Block § Merluvlee's predictions.
- For badge predictions, see List of Badges in Paper Mario.
Paper Mario: The Thousand-Year Door
In the sequel to Paper Mario, Merluvlee lives in a house on the east side of Rogueport Underground's main square. Though she can no longer see the locations of badges, she can still tell Mario where Star Pieces are hidden, and she has gained the ability to locate Shine Sprites, and she can tell Mario what to do to progress generally in the game. She charges five coins for Star Pieces, ten coins for the locations of Shine Sprites, and varying amounts of coins to hear the next destination. Once again, characters comment on her beauty, and once again, the player never sees her face.
Predictions in Paper Mario: The Thousand-Year Door
This section is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.
Prologue
- You defeat three Goombas underneath Rogueport. Then the way opens...
- A platform moves where you beat three angry Goombas... You enter the pipe beyond it. You go into the pipe at the end of the room it takes you to... You step on the switch at the back of that next room... Then the way opens...
- You climb the stairs to the right of the place where the small creature appears. The strange thing in the box gives you power. The thing in the box wants... Something that lies left of the box's room's entrance. You take that and bring it back to the black box. Then the way opens...
- Near the place where the small beast appears, you climb the stairs. You stand on the panel, it glows, you transform into a new shape, and fly left. Even if you don't fly well at first, you keep trying until you reach the far door. You stand on the pedestal inside the next large room. Then the way opens...
- Just after going underground, you go to the right, turn into a plane, and fly right. A strange white hand beckons you. You attack it without delay. Then the way opens...
- Just after going underground, you go to the right where you bested the white hand. You leap on the panels to reach a pipe. You enter it. Then the way opens...
Chapter 1
- You go forward, ever forward. Then the way opens...
- You go forward, ever forward. When you can go no further, you check a clump of grass. Then the way opens...
- You go forward, ever forward. Eventually you come to a relaxed village. Then the way opens...
- You find the ancient shelled one in the house with pink outer walls. You speak at length to him. Then the way opens...
- You speak to the shelled gatekeeper in the village. Then the way opens...
- When you can go no further, you investigate a column with a strange object atop it. But first, you remember to buy a POW block somewhere... Then the way opens...
- You find the stern-faced pillar-dweller and answer all of his questions. If you fail too often, you face terrible, terrible danger. So you answer correctly. Then the way opens...
- You find the two keys. Then you face many small annoyances. You do not think you can defeat them all. Instead, you concentrate on the one that stands out. Then the way opens...
- In the place where you saw the ring of stones, you place the two keys you have found. Two switches then appear. You set a shell so it will hit one switch, them you go to the other... You time the shell to hit the switch when you hit yours. Then the way opens...
- You take the way opened by your two keys and the two switches. You then go into the large castle on the cliff. Then the way opens...
- Once you have entered the large castle, you look for a set of remarkable bones. You speak to them, then hammer your way back... Then the way opens...
- You see a lock on a door in the big, frightening caste. To find a key for that door... You hit the purple switch to lower the purple block, then hammer the yellow block. You then hit the yellow switch to raise the yellow block, and the way is clear. You use the shelled one's ability to hit the red switch. Then the way opens...
- You hit the switch again to reset the stairs and... You can guess the rest. Then the way opens...
- Iron bars block the way. You use the shelled one's ability in the red-switch room. You set the shell to hit the switch and do not release it. You only let it go when you stand in front of the bars. There is something important in the box in the next room that you must have. You open the box. Then the way opens... But I feel...danger...
- In the room with many cells where you fought the bones. You see a key in a cell. You turn sideways to enter this cell and claim the key. Then the way opens...
- In the back of a castle room there is a switch that moves a block up and down. You use the shelled one and your own ability to get atop it and move upwards. Then the way opens...
- You climb into the heights of the castle. You see many windows and a blue switch. You hit the switch and go forward, then hit another switch and go forward. But there is no third switch. Instead, you jump out the open window and proceed. Then the way opens...
- You climb into the heights of the castle into a corridor with many windows. You jump through the open window. In the next room, you use the shelled one to help you get onto a block moving up. Then the way opens...
- You meet a lady thief in a treasure room and open all of the chests there. Then the way opens...
- You use the key you found in the storeroom to open the high door in the next room. Then the way opens...
- In a castle, you find a panel that glows at your touch... It cannot be seen from below. In this room, you lower the yellow block with the shell and ride it to the top. You then turn into a plane and fly to the far wall. Then the way opens...
- You climb high in the castle. Beyond the locked door is the outside of the castle. You head now for the highest place and open the door. Then the way opens...
- You stand on the dais before the large underground door. Then the way opens...
- You find the place where the small creature appears. You follow it inside by turning sideways. Then the way opens...
- After you follow the small creature inside, you listen to him speak. Then the way opens...
Chapter 2
- You go forward to the Great Tree where the little one lives with his tribe. Then the way opens...
- You follow the little one into the pipe and go to the Great Tree. There are many dangerous cliffs in this region. You are careful. You speak to the small one waiting at the tree's base. Then the way opens...
- In the deep, dark woods, there is a glowing panel atop a pipe. Before using it, you hit the switch ahead in the place hidden by the ledge wall. You then return to the panel and fly like an airplane. Then the way opens...
- In the deep, dark woods, you turn sideways to reach the wind-user's house. When you find the wind-user, she asks you to search for the thing she lost. Then the way opens...
- You defeat the three shades to recover what the wind-user lost and return it to her. Then the way opens...
- You go to the Great Tree where the little ones live. You climb the branch above the door placed by the foul ones within... You use the wind-user's power to reveal what was hidden. Then the way opens...
- You go to the Great Tree where the little ones live. You open the door so the little ones may follow you. Then the way opens...
- You go to the Great Tree where the little ones live. You use a pipe to go deeper. Then the way opens...
- You go to the Great Tree where the little ones live. You see a red cell. You find the key to unlock it somewhere nearby. Then the way opens...
- You go to the Great Tree. You find an odd black dais. You place something there. But you do not forget! You bring all the little ones with you. Then the way opens...
- You go to the Great Tree. You see a pipe appear next to the black dais. You enter the strange world beyond the pipe. There are many bubbles floating there. The little ones are blown by the slightest wind... You let the little ones enter bubbles, then have the wind-users blow them across. After the little ones have all crossed the gap, you go across and down. Then the way opens...
- You go to the Great Tree. After crossing the bubble gap, you see the stingers' fortress. You defeat the stinging ones with the power of the wind. Then the way opens...
- You go to the Great Tree where the little ones live. You find the blue cell there. ...Have you forgotten the way there? It is where you saved the old one. Think, and you remember. Then the way opens...
- You go to the Great Tree. You take the many little ones across the bubble gap. Then you try not to lose them as you go forward. Then the way opens...
- You go to the Great Tree. You go to the room below an unimaginative trap. You press the black switch before the four columns that are marked with symbols. You remember the exact order of the four symbols. Then the way opens...
- You go to the Great Tree where the little ones live. You find a winding path. You follow it as far right as you can, to the room with the carved symbols. You remember the order of the symbols from the room below the trap. Do you remember them? You do. Then solving the puzzle will be easy. Then the way opens...
- You go to the Great Tree. You return to the room with the trap. You find the small ones waiting impatiently for your return. You use your spin jump on the panel in the cell. The little ones are afraid. They will not make the leap. You use the power of wind. Then the way opens...
- You go the the Great Tree. You find the pipe before the trap room. You spin-jump the panel above to enter the pipe. The small ones fear heights and will not jump down. You use the power of the wind. Now you go deeper still. The little ones fear water as well as heights, though. You press the switch beyond. The shelled one's power helps. You use your power as well. Then you lead all of the little ones to the black dais there. Then the way opens...
- You stand on the dais before the large underground door. Then the way opens...
- Rogueport's east side... To the left of the trouble center... You turn sideways to enter the small crack between two buildings. You enter the house there and tell the one inside what you desire. You spend money, but giving him his fill gets you what you desire. You go to the west side of Rogueport to confirm what he says. You make no mistakes. Remember, no mistakes. Then the way opens...
- Two people with palm-tree heads wait for something so they can depart. You speak to these two. Then the way opens...
- You have been there before. You find the office on the west side of Rogueport. You tell the one there that you have seen who he seeks. Then the way opens...
- You go north of Rogueport. You see the train and the blimp there. You board the blimp to find what it is you seek. Then the way opens...
Chapter 3
- I see a city in the clouds. You enter the arena there. You witness the fights there. Then you join the fighting... Then the way opens...
- You fight to become champ. This is the way.
- I see a city in the clouds. A little egg flees from you. You catch this fleeing egg. Then the way opens...
- You fight your way to the top. Even if you lose, you do not give up. You do this until the way opens.
- I see a city in the clouds. You speak to the master of the juice shop. Then the way opens...
- I see a city in the clouds. The minor-league room... You go there again. You break the large yellow block there with your Super-Hammer move. Then the way opens...
- I see a city in the clouds. The major-league... You fight until you are champion of the league. Then the way will open.
- I see a city in the clouds. Something waits in the phone booth. You go there and speak. Then the way opens...
- I see a city in the clouds. I see a storeroom in the arena. You use a key there. Then the way opens...
- I see a city in the clouds. I see a storeroom in the arena. You blow the crates away with the power of wind. Then the way opens...
- I see a city in the clouds. I see a storeroom in the arena. You break the blocks there to find something. Then you do what you normally would. Then the way opens...
- I see a city in the clouds. I see a storeroom in the arena. You climb the stairs in the storeroom. Then you ride Yoshi from box to box. Break the large block with a Super Hammer, and go down. Then the way opens...
- I see a city in the clouds. I see a storeroom in the arena. You fall into the hole beyond the block you broke. You listen to the low voices wafting up to you. Then the way opens...
- I see a city in the clouds. I see the major-league room. You fight your way up to become the true champion. Only then will the way open.
- I see a city in the clouds. I see the lobby in the arena. You climb the stairs and blow away the posters near the door. Then the way opens...
- I see a city in the clouds. I see the arena storeroom. You climb the stairs in the storeroom and use your key. Then the way opens...
- I see a city in the clouds. I see the arena storeroom. You go up the stairs in the storeroom. You enter the door on the right. You ride Yoshi from box to box. You smash the large block with a Super-Hammer move. Then the way opens...
- I see a city in the clouds. I see the major-league room. You fight your way up the true champion. Only then will the way open.
- I see a city in the clouds. I see the champion's room. You ride Yoshi to the high place where you hear the suspicious voice. You destroy any obstacles with a Super-Hammer move. Then the way opens...
- I see a city in the clouds. I see the champion's room. You go deep into the hole that you opened there. You destroy any obstacles with a Super-Hammer move. Then the way opens...
- I see a city in the clouds. I see the champion's room. You go deep into the hole that you opened there. When the big one leaves, you check his desk. Then the way opens...
- You stand on the dais before the large underground door. Then the way opens...
- I see the west side of Rogueport. You turn sideways and slip into the ground near the parlor... When you reach the bottom, you go left, then into the door and the pipe inside. Hmmm... You are somehow denied entrance... You then go to Rogueport's east side for the help of the old bespectacled Goomba. He speaks to you. You leave the house, go left, and find the odd part of the wall. Then the way opens...
- I see the west side of Rogueport. You turn sideways and slip into the ground near the parlor... When you reach the bottom, you go left, then into the door and the pipe inside. Then the way opens...
Super Paper Mario
In Super Paper Mario Merluvlee lives in Flipside. Here, she is Merlee's rival and has been ever since they were classmates. They share the same theme music, which is titled "The Road for the Lost". Merluvlee wears 3D glasses and has a chant very similar to that of Queen Jaydes.
She can be paid 20 coins to give fortunes. Once paid, she will perform a dramatic chant and give the player a hint as to what they should do next in order to progress.
Merluvlee is part of a long sidequest to get a new crystal ball for Merlee. She needs a training machine (which looks like a Nintendo DS) which belongs to Bestovius. When Mario and co. get this for her, she will give Merlee's Crystal Ball to Mario and friends.
Tattle
- "She's a gorgeous lady named Merluvlee. I can't believe I'm in the same room with her! She foresees events and uses her magic powers to find what you're looking for. She's very accurate. I think I'm in love... She's incredible! Pinch me, will you, Mario?"
- "That's the fortune-teller, Merluvlee. She's kind of mysterious, as you'd expect... She divines the locations of things, or where we should go. People say she's always right. And... they say she's really cute under that veil. I hear some people even fall for her!"
- "That's the fortune-teller, Merluvlee... She shows lost souls the path forward... She's pretty flamboyant, and some assume she's fake... But she has true vision..."
Catch Card
The Catch Card for Merluvlee may be found in a pit in the outskirts of Flipside, alongside the Merlon card.
- Card Type: Uncommon
- Card Descrpition: This fortune teller with a wild laugh lives in Flipside. She uses the stars to read your future. Sorta.
Trivia
- In Super Paper Mario, Merluvlee mentions that she and Merlee are 'even' when she gives the Crystal Ball - this may serve as a reference to the original Paper Mario, in which Mario had to give Merluvlee a crystal ball from Merlee.
Names in other languages
Language | Name | Meaning | Notes |
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Japanese | ミステール[?] Misutēru |
Pun on「ミステリー」(misuterī, mystery) and「デアール」(Deāru, Merlon) | |
Chinese | 莫露丽[?] Mòlùlì |
From the English name | |
German | Merlieblich[?] | From "Merlon" and "lieblich" (lovely) | |
Italian | Merlastra[?] | From "Merlon" and the feminine form of "astro" (star) | |
Korean | 미스테르[?] Miseutereu |
From the Japanese name | |
Spanish | Merluli[?] | Variation of English name |
Shamans | |
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Bestovius • Chet Rippo • Merle • Merlee • Merlight • Merlimbis • Merloo • Merlon • Merlow • Merlumina • Merlumina's sister • Merluvlee • Nolrem • Old Man Watchitt |