Merluvlee
Merluvlee | |
---|---|
Merluvlee in Super Paper Mario. | |
Species | Shaman/Flipsider |
First appearance | Paper Mario (2000) |
Latest appearance | Paper Mario: The Thousand-Year Door (Nintendo Switch) (2024) |
- “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, 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.
Merluvlee's "next path" predictions
As Mario cannot return to Rogueport in the midst of later chapters, Merluvlee has significantly less to say about where he must go next in them.
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 to 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...
Chapter 4
- I see a twilit village. You speak to everyone there. Pigs... Yes, you speak to all of the pigs... You meet the gatekeeper. Then the way opens...
- I see a twilit village. The mayor must permit you to go to the steeple. You do not worry about them being strangers. If you speak, they will listen. Usually... Some of them just say "oink, " however... And... You go to the shop from which a crying voice comes. Then the way opens...
- I see a twilit village. You follow a crying voice to the shop and listen. Once you have listened, you go to the gatekeeper. Speak and the people listen. I think... They may just say "oink, " however... Then the way opens...
- Beyond the twilit place is a road to the woods... Next to a fallen tree, you find the key to the shop. You retrieve it and return. Then the way opens...
- Inside the twilit shop in the twilit village...you find a man transformed and a woman. You use the key there. Then the way opens...
- There is a run-down shack outside the twilit village. You find the black key inside. You take it back to the room in the shop and use it. Then the way opens...
- In the woods beyond where you found the shop key... The steeple lies waiting. You use the power to roll and the power of wind to get there. Then the way opens...
- You turn sideways to slip between trees in the woods. You do not fear the large tree blocking your way. You use the power of wind. Then the way opens...
- Within the twilit woods... You do not fear the large stone blocking your path. I see a path for you just before the stone. You use the power of wind on the clearing there. You reveal a hidden hole. You use a Spin Jump to go across and move the stone. Then the way opens...
- Within the twilit woods... I see the hole you made by pushing the stone. You steel yourself and enter. Then the way opens...
- Beyond the twilit woods... I see a suspicious steeple. You do not use the front gate. You enter the hole in the crumbling wall instead. Then the way opens...
- I see inside the steeple. You push the pedestal in the great hall. Then the way opens...
- I see inside the steeple. You push the pedestal in the hall and enter the hole. You open the door in the place you fall to and open the chest in the next room. Then the way opens...
- Inside the scary steeple... You speak to the white thing that came out of the box. You tell that thing that you will be nice to it. Then the way opens...
- Inside the scary steeple... If you sit still, those white things will carry you away. You take the door in the near wall to a switch outside. You hit that switch. You then enter the nearest door, climb the stairs, and open the door at the top. You use your friend's shell to get the key on the balcony. Then the way opens...
- Inside the scary steeple... If you sit still, those white things will carry you away. You take the door in the far wall to a switch outside. You hit that switch. You then enter the nearest door, climb the stairs, and open the door at the top. You use the key on the far door on the balcony. Then the way opens...
- Inside the scary steeple... If you sit still, those white things will carry you away. You go through the door you unlocked and climb the stairs within. Then the way opens...
- You stand on the dais before the large underground door. Then the way opens...
- In Rogueport's main square... You find the singing man in Podley's Place. You speak to him. Then the way opens...
- I see the man waiting for you on the ship in the harbor. You speak to him. He worries about something. Then the way opens...
- The bespectacled old Goomba knows the location of the house of whom you seek. But the door to his house is locked. You cross the dirty canal to the right with your Yoshi. You climb the crates and use the Yoshi again to reach this man's rooftop. You then roll up small to enter the opening there. ...But no, you are not done. You encounter trouble that can only be solved with another trip to Podley. Then the way opens...
- On Rogueport's east side... You go to a house three over from the one you last visited. You hand over the thing that Podley put into your hands. Then the way opens...
- I see the man waiting for you on the ship in the harbor. You speak to him. He worries about something. Then the way opens...
Chapter 5
- You stand on the dais before the large underground door. Then the way opens...
- You have been there before. It is an office on the west side of Rogueport. A man with a palm-tree head is resting in bed. You speak to him. Then the way opens...
- You speak to the pirate in Rogueport Harbor to reach the formerly deserted island. Then you search for a young couple when you get there. Then the way opens...
- On the once-deserted isle... I see two mysterious rocks that look like brothers... Under a tree nearby, I see something glittering. You take it and bring it to the anxious young couple. Then the way opens...
- You have been there before. It is an office on the west side of Rogueport. You follow the young couple there. Then the way opens...
- On Rogueport's north side... I see a train and a blimp. You board the train to find the thing you seek. Then the way opens...
Chapter 6
- You stand on the dais before the large underground door. Then the way opens...
- On Rogueport's east side... A bespectacled old Goomba is furiously researching... Hmmm... He will be done soon. You give him a moment, then you go to him to speak. Then the way opens...
- In Rogueport's main square... A large chest waits in front of Podley's Place. You stand below that chest and perform a Spring Jump to move it, then open it. You then turn sideways near the parlor on Rogueport's west side. The ground swallows you. You fall, go left, break the block on the right, and go into the pipe within. Then the way opens...
Chapter 7
- The ground there is white. Hmmm... It is snowy... I see a small village beyond. You endure the cold as you make your way there. Then the way opens...
- The ground there is white. You find the 'stached mayor there and talk to him. But you are sure to take the exploding admiral with you. Then the way opens...
- I see the town of wealth. You show a gold person near the train your good faith. Then you hunt your quarry in the relaxed town...then the formerly deserted isle... Then in a shop in the city in the sky...then in the tree of the little ones... Then in the twilit village... I see you going to a lot of places, frankly. You gather information about your quarry and go back to the mayor of the cold place. Then you find your quarry. And when the time comes, you stomp him over and over. Then the way opens...
- The ground there is white. You find the 'stached mayor there and speak to him. Then the way opens...
- I see a forbidding and far-off place. The thing you seek is there. But to get it, you first find three room keys. One is in a room with a lit floor. Another is in a different room with a lit floor. And the last is in a room at the far right of a long, long corridor. When you have them, you use them on three card locks. You go inward and onward. Then the way opens...
- You stand on the dais before the large underground door. Then the way opens...
- A great door underground... You enter that door. The road ahead is long and difficult, but you persevere. Then the way opens...
Chapter 8
- A great door underground... You enter that door. The road ahead is long and difficult, but you persevere. If bones block your way, you find the black bones and attack them. Then the way opens...
- A great door underground... You enter that door. The road ahead is difficult. I see a locked door. I see the key you gained from the bones you defeated. You use the key on the door. Then the way opens...
- A great door underground... You enter that door. You get lost in a series of seemingly unending similar rooms. But there is a secret here. Each room has only one lit torch. You enter the door near each lit torch. Repeat this until you have found the way out. Then the way opens...
- Beyond the great door... I see a water-filled courtyard... You cross the bridge guarded by the two angry ones and open the door there. You follow the long corridor. Then the way opens...
- Beyond the great door... You hold the key you gained by beating the dragon. I see the watery courtyard. You use the admiral to destroy the angry statues. When you have pressed both switches beyond the pipes, you turn into a boat. You sail to the tower, go to the top, and use your key there. There are puzzles here. You rely on your allies' abilities and advice. You find eight keys and use them in the place above. Then the way opens...
- Beyond the great door... I see a tower surrounded by water. You do not enter the tower, but rather continue on. Then the way opens...
- Beyond the great door... You go beyond the watery courtyard. You see a room unlike any other. You use the power of wind there if you get into trouble. Then the way opens...
- Beyond the great door... You go beyond the watery courtyard. You use the shell on the red switch to make a platform appear. You lower the green block in your path by cueing the green switch in the left room. You move the purple block ahead of you, go right, then fly as far as you must. Then you roll yourself up and go forward. You then Spring-Jump to the bar above the next room. Then the way opens...
- Beyond the great door... You go beyond the watery courtyard. You find the wall with seven stars and remember the order of light and dark. You open the locked door with a key, turn sideways, and climb the stairs... You hit the blocks to light the stars in the correct order. Then the way opens...
- Beyond the great door... Go far beyond the watery courtyard. You go to the room beyond the spinning floor. You use the power of wind on the large square object to find its true form. You then Super-Hammer and Spin-Jump to proceed. Then the way opens...
- Beyond the great door... Go far beyond the watery courtyard. When you reach the glowing panel, you turn into a plane and fly to the nearest panel. When you get to the far room, you use Yoshi to get the key. You return to the panel and fly to the farthest point. Then the way opens...
- Beyond the great door... Go far beyond the watery courtyard. You then go to the glowing panel and fly to the farthest point possible. You use your key there. Then the way opens...
- Beyond the great door... You go deep within. You reach a large chamber. Someone waits for you. You fight. Then the way opens...
- Beyond the great door... Wait, why are you here?!? You shouldn't be here!!! You have important work!!! ...But I must tell you, it looks very difficult. But have courage and GO! Do this, and the way will surely open!
- I cannot see the path that lays before you... Perhaps you should do the things you must do here first. Just continue doing what you think you should be doing. Please, take your coins back. Good-bye... Mario!
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
|
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 |
---|---|---|---|
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 | |
Dutch | Merlieve[?] | From "Merlon" and lieve ("dear") | |
French | Merladorable[?] | From "Merlon" and "adorable" | |
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[?] | From "Merlón", and "Luli" (nickname form of Spanish female names such as "Lucía" and "Luciana") |
Shamans | |
---|---|
Bestovius • Chet Rippo • Merle • Merlee • Merlight • Merlimbis • Merloo • Merlon • Merlow • Merlumina • Merlumina's sister • Merluvlee • Nolrem • Old Man Watchitt |