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{{Spoiler}}
 
{{Spoiler}}
 
{{Enemy Infobox
 
{{Enemy Infobox
  +
| image=<gallery>
| image= [[File:Advisor Ep2 model.jpg|250px]]
 
  +
HLA Advisor.png|Half-Life: Alyx
 
Advisor Ep2 model.jpg|Episode Two
 
Advisor hl2 model.jpg|Half-Life 2
  +
</gallery>
 
| name= Combine Advisor
 
| name= Combine Advisor
| affiliation= [[Combine]]
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| affiliation= [[Combine]] Empire<br>[[Wallace Breen|Dr. Breen]]<small> (protégé)</small>
 
| type= Advisor
 
| type= Advisor
| health= 1024
+
| health= *1024<small> (''Episode Two'')</small>
  +
  +
*0<small> (''Half-Life 2'' and ''Episode One'')</small>
 
| weapons=*Telekinesis
 
| weapons=*Telekinesis
  +
*Neuroshocks
 
*Tongue
 
*Tongue
  +
*Cybernetic Limbs
*Mechanical arms
 
| entity= *generic_actor (''Half-Life 2'' and ''Episode One'')
+
| entity= *generic_actor<small> (''Half-Life 2'' and ''Episode One'')</small>
  +
*npc_advisor (''Episode Two'')
+
*npc_advisor<small> (''Episode Two'')</small>
 
| designer=[[Ted Backman]]<ref name="Raising the Bar">''[[Half-Life 2: Raising the Bar]]''</ref>
 
| designer=[[Ted Backman]]<ref name="Raising the Bar">''[[Half-Life 2: Raising the Bar]]''</ref>
  +
|image2=|equipment=Cybernetic Enhancements}}
}}
 
The '''Combine Advisors''', known as "'''Shu'ulathoi'''" by the [[Vortigaunt]]s, are the masterminds behind the [[Combine]] occupation of [[Earth]], and are commonly speculated as being the master race of the entire Combine empire.
+
The '''Combine Advisors''', also known as '''"Shu'ulathoi"''' by the [[Vortigaunt|Vortigaunts]], are a larvae-like species that possess telepathic and telekinetic abilities and are grub-like creatures with cybernetic enhancements. A high-ranking species in the trans-dimensional [[Combine]], with it being implied they are in fact the ruling class.
   
 
==Overview==
 
==Overview==
[[File:Combine Advisor (old).jpg|200px|thumb|left|The [[Barn Advisor]] in the ''[[Episode Two]]'' trailer.]]
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[[File:Combine Advisor (old).jpg|175x175px|thumb|left|The [[Barn Advisor]] in the ''[[Episode Two]]'' trailer.]]
The Advisors are large, pale, super intelligent grub-like creatures with no discernible facial features. They have a gas mask-like device attached to their front end as well as a cybernetic eyepiece on the left-hand side of the faceplate.
+
The Combine Advisors are large, pale, super-intelligent grub-like creatures with no discernible facial features. The Advisors have a device similar to a gas mask attached to their front end. The Advisors also have a cybernetic eyepiece on the left-hand side of the faceplate.
   
Each Advisor wears a skintight olive-green body suit that covers all but both ends of their bodies, with a collar around their "necks" adorned with golden glyphs. Advisors also have a pair of spindly black robotic arms implanted to their back that are capable of grabbing and lifting an adult human. In Episode Two, Advisors are seen grabbing humans, both living and dead, and plunging the proboscis deep into the back of their necks, possibly draining blood, information, or both.
+
Each Advisor wears a skin-tight olive-green bodysuit that covers all but the ends of their bodies, with a collar adorned with golden glyphs around their "necks." They also have a pair of thin black robotic arms implanted to their backs, capable of grabbing and lifting an adult human and moving the Advisor's weight. They also have an appendage that can protrude from their mouth like an elongated tongue, though it is more or less phallic in appearance. The appendage is used similarly to an invertebrate's proboscis and plunged into a weak point, such as the human neck shown from a scene in ''Half-Life 2: Episode Two''.
   
Combine Advisors have a wide range of odd vocalizations, from robotic growls and groans, to loud shouting noises and screeching.
+
Combine Advisors have a wide range of odd vocalizations, from robotic growls and groans to loud shouting noises and screeching. Besides their technological prowess, they also appear to possess incredible psychic and telekinetic powers. They can communicate with others telepathically as well.[[File:Advisor hl2 model.jpg|thumb|200px|The model of an Advisor in ''Half-Life 2.'' ]]
Besides their technological prowess, the Advisors also appear to possess incredible psychic and telekinetic powers.
 
   
 
==Advisor rule==
[[File:Advisor hl2 model.jpg|thumb|200px|The ''Half-Life 2'' Advisor model.]]
 
 
Under normal circumstances, the Advisors seem content to live in artificial seclusion. During the Combine control of Earth, a number of them lived within the [[Citadel]] and ruled the planet through [[Dr. Breen]]. They subsisted in pods during this time, reliant on life support systems.
   
  +
None of the citizens of [[City 17]] or even the [[Resistance]] seemed to be aware of their existence. The face of the Combine on Earth was Dr. Breen and his [[Overwatch|transhuman]] minions. The Advisors seemed happy to retain this facade. However, the Vortigaunts seem to know them well and even fear them.
===='''Advisor rule'''====
 
Under normal circumstances the Advisors seem content to live in artificial seclusion. During the [[Combine]] control of Earth, a number of them lived within the [[Citadel]] and ruled the planet through [[Dr. Breen]]. They subsisted in pods during this time, reliant on life support systems. None of the citizens of [[City 17]] or even the [[Resistance]] seem to have been aware of their existence; the outward face of the Combine on Earth was Dr. Breen and his [[Overwatch|transhuman]] minions, and the Advisors seemed happy to retain this facade.
 
   
  +
During the events of [[Half-Life: Alyx|''Half-Life: Alyx'']], [[Alyx Vance]], and [[Russell]] manage to derail a Combine [[Razor Train]] by diverting its path into a dead end. The Razor Train smashes through a brick wall and tumbles partway into a Combine bridge network underground, train cars crashing into one another as it falls.
During the events of ''[[Half-Life 2]]'', it becomes obvious through the increasingly agitated [[Breencast]]s that the Advisors have grown to suspect both Dr. Breen's motives and his usefulness to them. One is shown communicating with Breen as he pleads and bargains for rescue. With the apparent death of Breen, the Advisors seem to have taken control of the Combine on Earth directly. In ''[[Half-Life 2: Episode One|Episode One]]'', they are shown preparing to evacuate themselves from the damaged [[Citadel]] while their soldiers and other minions are ordered remain behind to destroy the Citadel's dark fusion reactor to send an unknown message to the [[Combine Overworld]].
 
   
  +
As Alyx and Russell search for [[Eli Vance]], they come across a train car with three dead Advisors. The sight of them surprises Russell, though since neither of them has ever seen one before, and Alyx quickly exits the train car to continue their search, Russell has little time to inquire about them.
   
  +
Near the end of ''Half-Life: Alyx'', a Combine Scientist, is heard arguing and being sarcastic with an unknown Combine member, demanding to speak with its supervisor and wondering why it is taking so long. Shortly after waiting, she can be seen speaking directly to an Advisor where her tone softens a bit. However, even when speaking to this Advisor, her tone remains rather harsh and often openly frustrated.
[[File:HL2EP2Advisor.jpg|thumb|200px|left|The Advisor's 'tongue' appendage, which is used to burrow deep into the victim's neck during a process that kills the victim.]]
 
  +
Following their escape of the Citadel, the Advisors seem to have gradually abandoned their life support systems; they have, in the words of the [[Vortigaunt]]s, begun to "hatch". The Advisors in ''Episode Two'' do seem to cope with living outside of life support. During ''Episode Two'', Gordon Freeman and Alyx Vance shut off the life support systems of one, but it is evidently too late to kill [[Barn Advisor|the Advisor]] they are attached to. During the events of ''Episodes One'' and ''Two'', they are shown to have a keen interest in Gordon Freeman and Alyx Vance, frequently appearing on screens and in the open, monitoring their progress and dispatching [[Combine Soldier]]s to apprehend them. This is probably due to the fact that they are carrying a data packet containing [[Judith Mossman]]'s transmission from the [[Borealis]] and, more importantly, the contact code for the [[Combine Overworld]].
 
  +
During the events of ''Half-Life 2'', it becomes clear through the increasingly agitated [[Breencast|Breencasts]] that the Advisors have grown to suspect both Dr. Breen's motives and usefulness to them, as one shown communicating with Breen as Breen pleads and bargains for rescue.
  +
 
With the apparent death of Wallace Breen, the Advisors seem to have taken control of the Combine on Earth directly. In [[Half-Life 2: Episode One|''Episode One'']], they prepare to evacuate themselves from the damaged Citadel while ordering their soldiers and other minions to remain behind to destroy the Citadel's dark fusion reactor and send an unknown message to the [[Combine Overworld]].[[File:HL2EP2Advisor.jpg|thumb|200px|left|The Advisor's 'tongue' appendage, used to burrow deep into the victim's neck during a process that kills the victim instantly. ]]
  +
Following their escape from the Citadel, the Advisors seem to have gradually abandoned their life support systems; they have, in the words of the [[Vortigaunt|Vortigaunts]], begun to "hatch," indicating a level of adaptation to the environment. When [[Gordon Freeman]] and Alyx Vance shut down the "[[Barn Advisor]]'s" life support systems in [[Half-Life 2: Episode Two|''Episode Two'']], they make it angry.
  +
  +
During both ''episodes'', they seem to show interest in Gordon and Alyx. The Advisors frequently appear on screens and in the open, monitoring their progress and dispatching [[Combine Soldier|Combine Soldiers]] to apprehend them. This monitoring could be due to the duo carrying the data packet containing [[Judith Mossman]]'s transmission from the ''[[Borealis]]'' and, more importantly, the contact code for the [[Combine Overworld]].
  +
  +
It is possible that the Advisors are the master race of the Combine, though the evidence is inconclusive. The Advisors are the highest ranking beings witnessed on Earth, but Earth itself is of nominal interest to the Combine, raising the question of why the Advisors would bother settling on Earth and managing its affairs whatsoever rather than delegating the task to lesser beings. Whether they are the Combine's master race, a high-ranking species in the Combine, or simply something akin to middle management remains to be seen.
   
 
==Abilities==
 
==Abilities==
[[File:Advisor Intothepixel.jpg|thumb|200px|right|Concept art for ''Episode Three'', showing an Advisor and Gordon Freeman.]]
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[[File:Advisor Intothepixel.jpg|thumb|200px|right|Concept art for ''[[Development of the next Half-Life game|Episode Three]]'', showing an Advisor and Gordon Freeman.]]
Advisors possess considerable telepathic and telekinetic abilities. They are able to communicate telepathically with Dr. Breen, as demonstrated near the end of ''Half-Life 2'', as well as the beginning chapter [[A Red Letter Day]] when Gordon accidentally teleports into Breen's office, and launch psychic attacks to ward off unwanted attention. Such attacks take the form of visions which warp the perceptions of those affected as well as severe headaches.
+
Advisors possess considerable telepathic and telekinetic abilities. They can communicate telepathically with Dr. Breen, as demonstrated near the end of ''Half-Life 2'' and the beginning chapter [["A Red Letter Day"|''"A Red Letter Day"'']] when Gordon accidentally teleports into Breen's office. They can also launch psychic attacks to ward off unwanted attention. Such attacks take the form of visions that obstruct the senses of those affected and cause severe headaches.
   
  +
Despite their grotesque, grub-like appearances, they seem to be extremely intelligent and more than capable of directly leading the Combine occupation forces on Earth in battle, appearing alongside Overwatch units in the open and orchestrating the assault on [[White Forest]]. It is unknown if they possess any understandable vocal communication abilities, though they can speak with others, telepathically as demonstrated with Breen.
The telekinetic abilities of an Advisor allow it to manipulate multiple objects with considerable force. They can completely immobilize several adult humans, crush a metal barrel, or fracture a human skeleton with ease. They presumably also levitate themselves with telekinesis. When they take to the air, loose dust and debris can be seen whirling around them, possibly as a side-effect of the force that levitates them. Though they are able to concentrate on multiple, independent objects, they cannot maintain their abilities under immense pain.
 
   
  +
The telekinetic abilities of an Advisor allow it to manipulate objects in close range with considerable force. They can completely immobilize several adult humans. They are also able to levitate themselves and achieve flight, presumably with telekinesis. Though they can concentrate on multiple, independent objects, they cannot maintain their abilities under immense pain or physical damage. This limit might imply that their neurological abilities require some level of concentration or uninterrupted focus.
It is theorized that the impaling tongue appendage may be a way to extract information directly from a human's brain, similar to that of the "Brain Bug" from the film adaptation of the novel ''Starship Troopers''. This can be inferred by earlier dialog between Dr. Kleiner and Eli Vance concerning what would happen should Dr. Judith Mossman be captured by the Combine. The possible ramifications of Eli's death include the Combine acquiring Eli's knowledge of the Resistance and possibly his knowledge of portal technology, but this has not been confirmed yet and is pure speculation. However this may not be the case, as the Resistance had no knowledge of Advisors, and Kleiner's statements may refer to a longer period of experience than the short time the Advisors have been active. Their tongue can be used to kill creatures by driving it straight through the neck demonstrated on Eli and a [[Rebel]] in [[Episode Two]].
 
   
  +
Though their psychic and mental abilities are exceptionally devastating, they appear to be quite vulnerable physically, at least in their "larval" forms. Besides two mechanical arms and their tongue-like appendage, they have no means of physically interacting with their environment nor any hazards they encounter. Their suits do not appear to provide any armor, and their bodies as a whole are fleshy, "squishy," and bulky. An Advisor is driven off by [[Dog]] with ease in physical combat, and another is injured by conventional weaponry. As they seem to observe rather than directly intervene in most of their appearances.
Commentary from the first Advisor encounter in ''Episode Two'' suggests that the player will have to directly fight at least one Advisor in ''[[Half-Life 2: Episode Three|Episode Three]]''.
 
   
  +
Their "tongue" can be used to kill and extract from other beings by driving it through the neck, demonstrated on Eli and a [[Rebel]] in ''Episode Two''. What the Advisors do this extracting for is unknown. ''Episode Two'' implies the Advisors extract nutrients or information from the brain or any nervous tissue.
==Behind the scenes==
 
   
 
==Behind the scenes==
 
[[File:Advisor ep2 unused shield.jpg|thumb|150px|left|Unused particle system for the Advisor's "psychic shield" found in the ''Episode Two'' game files.]]
 
[[File:Advisor ep2 unused shield.jpg|thumb|150px|left|Unused particle system for the Advisor's "psychic shield" found in the ''Episode Two'' game files.]]
   
*When viewing earlier versions of the Advisor in model viewer, they appear to have another attack which uses their mechanical arms. There seems to be a small amount of this at the end of ''Episode Two'' when they confront Eli Vance.
+
*When viewing earlier versions of the Advisor in a model viewer they appear to have another attack which utilizes their mechanical arms. There seems to be a small amount of this at the end of ''Episode Two'' when they confront Eli Vance.
 
*In ''[[Half-Life 2: Raising the Bar]]'', [[Ted Backman]] mentions that the immense, worm-like form of the Combine Advisor was inspired by the work of Frank Herbert, most likely the images of the [[w:c:dune:Spacing Guild|Spacing Guild Navigators]] from the ''Dune'' novels and the original 1984 film.<ref name="Raising the Bar" />
 
*In ''[[Half-Life 2: Raising the Bar]]'', [[Ted Backman]] mentions that the immense, worm-like form of the Combine Advisor was inspired by the work of Frank Herbert, most likely the images of the [[w:c:dune:Spacing Guild|Spacing Guild Navigators]] from the ''Dune'' novels and the original 1984 film.<ref name="Raising the Bar" />
 
*The Advisor might be partially based on the [[Kingpin]] concept, due to the similarities to the Kingpin's second design and the concept of psionic attacks.<ref name="Raising the Bar" />
 
*The Advisor might be partially based on the [[Kingpin]] concept, due to the similarities to the Kingpin's second design and the concept of psionic attacks.<ref name="Raising the Bar" />
 
*The shaft seen in the Citadel in ''Episode One'' where the Advisor leaves is one of the oldest concepts created for ''Half-Life 2''. An early [[WC mappack]] map ("<code>proto_citadel_advisor.vmf</code>", last edited on October 12, 2001) features a prototype version of it.<ref name="WC mappack">[[WC mappack]]</ref>
 
*The shaft seen in the Citadel in ''Episode One'' where the Advisor leaves is one of the oldest concepts created for ''Half-Life 2''. An early [[WC mappack]] map ("<code>proto_citadel_advisor.vmf</code>", last edited on October 12, 2001) features a prototype version of it.<ref name="WC mappack">[[WC mappack]]</ref>
*Several different texture colors can be found in the playable [[Half-Life 2 Beta|''Half-Life 2'' Beta]] files. They include yellowing tones, red, blue or green. It is likely that the Advisor were to come in only one color and that these files are only experimentation.<ref name="HL2Bpf">Playable [[Half-Life 2 Beta|''Half-Life 2'' Beta]] files</ref>
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*Several different texture colors can be found in the playable [[Half-Life 2 Beta|''Half-Life 2'' Beta]] files. They include yellowing tones, red, blue or green. It is likely that the Advisors were to come in only one color and that these files are only experimentation.<ref name="HL2Bpf">Playable [[Half-Life 2 Beta|''Half-Life 2'' Beta]] files</ref>
*In the first map of [[Half-Life 2: Episode Two storyline#Riding Shotgun|Riding Shotgun]] chapter, one of the screens shows an Advisor inside a wooden house. It is possible that it is the same Advisor that can be seen in ''Episode Two'' trailer due to similarities in the interior of the wooden house to the place in the trailer.
+
*In the first map of [[Half-Life 2: Episode Two storyline#Riding Shotgun|''Riding Shotgun'']] chapter, one of the screens shows an Advisor inside a wooden house. It is possible that it is the same Advisor that can be seen in ''Episode Two'' trailer due to similarities in the interior of the wooden house to the place in the trailer.
*In the final map in ''Half-Life 2: Episode Two'', if the player uses noclip, they can fly behind the hangar. There are two idle advisors here. They can be damaged with weapons, causing them to actually play a sound and an animation. (If they are killed, the end cutscene will be broken.) This shows that Valve has already scripted the Advisor, possibly to be used in ''Half-Life 2: Episode Three''. Another hint is the console command ''sk_advisor_health 1000.''
+
*In the final map in ''Half-Life 2: Episode Two'', if the player uses noclip, they can fly behind the hangar. There are two idle Advisors here. They can be damaged with weapons, causing them to actually play a sound and an animation. (If they are killed, the ending cutscene will be broken.) This shows that Valve has already scripted the Advisor, possibly to be used in a [[Future of the Half-Life series|future ''Half-Life'' game]]. Another hint is the console command ''sk_advisor_health 1000.'' Besides, a commentary from the first Advisor encounter in ''Episode Two'' suggests that the player would have to directly fight at least one Advisor in a possible ''[[Half-Life 2: Episode Three|Episode Three]]''.
 
*During the beginning of a scene in ''Half-Life 2: Episode One'', the Advisor can be heard "speaking" while it is on a screen, just before Combine soldiers come out. This is actually the sound of Vortigaunts from the original ''[[Half-Life]]'' slowed down. If this is indeed the Advisor speaking this suggests that they speak the same language as the Vortigaunts, although this is most likely just recycling old sounds.
 
*During the beginning of a scene in ''Half-Life 2: Episode One'', the Advisor can be heard "speaking" while it is on a screen, just before Combine soldiers come out. This is actually the sound of Vortigaunts from the original ''[[Half-Life]]'' slowed down. If this is indeed the Advisor speaking this suggests that they speak the same language as the Vortigaunts, although this is most likely just recycling old sounds.
 
*An unused particle system "advisor_psychic_shield", found within the ''Episode Two'' game files, suggests that Advisors were to be seen using some kind of an energy shield.
 
*An unused particle system "advisor_psychic_shield", found within the ''Episode Two'' game files, suggests that Advisors were to be seen using some kind of an energy shield.
 
*Spawning the Advisor in ''Half-Life 2: Episode Two'' crashes the game, most likely because the Advisor only appears when scripted.
 
*Spawning the Advisor in ''Half-Life 2: Episode Two'' crashes the game, most likely because the Advisor only appears when scripted.
* While it may seem that the Advisors do not possess any actual AI, this is in fact false. In the Source SDK, npc_advisor_shared.h includes these lines:''' // Set this to 0 to disable the advisor's special AI behavior (all that object chucking), // which we did in Ep2 to make him a scripted creature.<br><nowiki>#</nowiki>define NPC_ADVISOR_HAS_BEHAVIOR 0
+
*While it may seem that the Advisors do not possess any actual AI, this is in fact false. In the Source SDK, npc_advisor_shared.h includes this line: '''<nowiki>#</nowiki>define NPC_ADVISOR_HAS_BEHAVIOR 0.'''.If set to 1 and compiled, the Advisor will pick up objects with its telekinesis and throw them at the player, as well as forming a makeshift shield with any physics objects at hand.
  +
*The ''Half-Life 2'' model also has [[:File:HL2 Advisor animations|some unused animations]].
.''' If set to 1 and compiled, the Advisor will pick up objects with its telekinesis and throw them at you, as well as forming a makeshift shield with any physics objects at hand.
 
  +
*In ''BreenGrub'', a non-canon [[wikipedia:Alternate reality game|ARG]] by [[Marc Laidlaw]], the Advisors are revealed to be another species enslaved by the Combine. They were once a utopian society of philosophers and scientists who spent most of their time in an artificial dream state. For this reason, they were easily conquered when the Combine came to their homeworld. The Combine forced the species to never mature beyond its adolescent "grub" stage, and used their bodies as hosts for the greatest minds of all their subjugated worlds. During this time, a few members of the species managed to flee into outer space, while others placed themselves into dream states that would endure a hundred thousand years. The homeworld of the Advisors is for reasons unknown kept a secret by the Combine, who maintain its existence is a myth.
'''<nowiki/>'''
 
  +
*The name "Shu'ulathoi" shares consonantal similarities with the alien R'lyehian language featured in the works of H. P. Lovecraft.
  +
 
==Gallery==
 
==Gallery==
 
 
===Models===
 
===Models===
 
 
<gallery widths="140" position="center" captionalign="center" hideaddbutton="true"><!--- DO NOT ALTER THESE CODES --->
 
<gallery widths="140" position="center" captionalign="center" hideaddbutton="true"><!--- DO NOT ALTER THESE CODES --->
File:Face1.png|Old texture.
+
Face1.png|Beta face texture.
  +
Body2.png|Beta body texture.
File:Face3.png|Ditto.
 
  +
Face5.png|''Half-Life 2'' face texture, signed by Ted Backman.
File:Body7.png|Ditto.
 
  +
Combine Advisor ep2 ring.png|''Episode Two'' ring texture, showing different markings.
File:Body4.png|Ditto.
 
  +
Advisor hl2 beta model.jpg|''Half-Life 2'' Beta model.
File:Body2.png|Ditto.
 
  +
Advisor hl2 model.jpg|''Half-Life 2'' model.
File:Combine_Advisor_Larval_Model.jpg |Model of the Advisor's Larval stage, so far not used in-game.
 
File:Advisor hl2 beta model.jpg|The Beta model.
+
Advisor Ep2 model.jpg|''Episode Two'' model.
File:Face5.png|''Half-Life 2'' model front texture, with Ted Backman's stylized signature.
+
HLA Advisor.png|''Half-Life: Alyx'' model.
File:Combine Advisor ep2 ring.png|''Episode Two'' ring texture, showing different markings.
+
Combine Advisor Larval Model.jpg|Model of the Advisor's Larval stage.
  +
Juvenile Advisor model 2.png|Ditto, but using the unused textures.
File:Combine advisor juvenile.jpg|Unused texture of the larval stage found in the ''Episode Two'' games files.
+
Combine advisor juvenile.jpg|Unused texture of the larval stage, found in the ''Episode Two'' games files.
 
</gallery>
 
</gallery>
   
===Screenshots===
+
===Concept Art===
  +
<br /><gallery>
  +
  +
File:Advisor arm.jpg
   
<gallery widths="140" position="center" captionalign="center" hideaddbutton="true"><!--- DO NOT ALTER THESE CODES --->
 
File:Advisors birther.jpg|Placeholder made of three Advisors used for the [[Combine Big Momma Pod]] in the Beta Ravenholm caves.
 
File:Ep1 citadel advisors room advisor breen leaving1.jpg|Advisor Pod 314 URB-LOC 0017 leaving the Citadel.
 
File:Advisor Transmission.jpg|An Advisor appears on a screen in ''[[Half-Life 2: Episode Two|Episode Two]].''
 
File:Ep2 outland advisor rebel.jpg|The barn Advisor feeding on a dead Rebel.
 
File:Advisor silo 2.jpg|An Advisor appearing in Silo 2.
 
File:Ep end 17.jpg|The first Advisor deforming Gordon's view while entering the hangar, with the Mil Mi-8 in the background.
 
File:Ep end 18.jpg|Right after being knocked down on the ground by the first Advisor, with the Mil Mi-8 in the background.
 
File:Ep end 20.jpg|The first Advisor approaches.
 
File:Ep end 21.jpg|The first Advisor pulling Alyx.
 
File:Ep end 23.jpg|The first Advisor pulling Eli.
 
File:Combine Advisor Ep2.jpg|Ditto, closer view.
 
File:Ep end 24.jpg|Eli trying to reach out for Alyx while being pulled away by the first Advisor.
 
File:Ep end 25.jpg|Eli picking up a pipe to defend the trio against the Advisor.
 
File:Ep end 26.jpg|Eli hitting the Advisor with a pipe.
 
File:Ep end 27.jpg|The first Advisor picking up Eli after knocking him down.
 
File:Ep end 28.jpg|The second Advisor about to enter after damaging the hangar walls.
 
File:Ep end 29.jpg|The second Advisor entering the hangar.
 
File:Ep end 31.jpg|Eli begs Gordon and Alyx to destroy the ''Borealis'', shortly before dying.
 
File:Ep end 33.jpg|Eli being killed by the second Advisor.
 
File:Ep end 34.jpg|Ditto.
 
File:Ep end 37.jpg|Alyx begging Gordon for help while being held by the Advisor.
 
File:Ep end 38.jpg|Dog arriving to rescue the duo.
 
File:Ep end 39.jpg|Dog fighting the first Advisor.
 
File:Ep end 41.jpg|The first Advisor fleeing after being hurt by Dog.
 
File:Ep end 42.jpg|The second Advisor leaving after throwing Eli's body on the floor.
 
File:Alyx Eli spoiler.jpg|Alyx kneeling over her father's dead body.
 
File:Ep end 44.jpg|Alyx hugging her father one last time.
 
 
</gallery>
 
</gallery>
   
  +
===Screenshots===
==List of appearances==
 
 
<gallery widths="140" position="center" captionalign="center" hideaddbutton="true">
 
Advisors birther.jpg|Placeholder made of three Advisors used for the [[Combine Big Momma Pod]] in the Beta Ravenholm caves.
 
Ep1 citadel advisors room advisor breen leaving1.jpg|Advisor Pod 314 URB-LOC 0017 leaving the Citadel.
 
Advisor Transmission.jpg|An Advisor appears on a screen in ''Episode Two.''
 
Ep2 outland advisor rebel.jpg|The barn Advisor feeding on a dead Rebel.
 
Advisor silo 2.jpg|An Advisor appearing in Silo 2.
 
Ep end 17.jpg|The first Advisor deforming Gordon's view while entering the hangar, with the Mil Mi-8 in the background.
 
Ep end 20.jpg|The first Advisor approaches.
 
Ep end 21.jpg|The first Advisor pulling Alyx.
 
Ep end 27.jpg|The first Advisor picking up Eli after knocking him down.
 
Ep end 29.jpg|The second Advisor entering the hangar.
 
Ep end 31.jpg|Eli begs Gordon and Alyx to destroy the ''Borealis'', shortly before dying.
 
Ep end 34.jpg|Eli being killed by the second Advisor.
 
Ep end 37.jpg|Alyx begging Gordon for help while being held by the Advisor.
 
Ep end 39.jpg|Dog fighting the first Advisor.
 
Ep end 41.jpg|The first Advisor fleeing after being hurt by Dog.
 
Ep end 42.jpg|The second Advisor leaving after throwing Eli's body on the floor.
  +
</gallery>
   
 
==List of appearances==
 
*''[[Half-Life 2]]'' {{1st}}
 
*''[[Half-Life 2]]'' {{1st}}
 
*''[[Half-Life 2: Raising the Bar]]''
 
*''[[Half-Life 2: Raising the Bar]]''
Line 120: Line 132:
 
*''[[Half-Life 2: Episode Two]]''
 
*''[[Half-Life 2: Episode Two]]''
 
*''[[Half-Life 2: Episode Three]]'' <small>(concept art)</small>
 
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Latest revision as of 20:08, 19 February 2024

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The Combine Advisors, also known as "Shu'ulathoi" by the Vortigaunts, are a larvae-like species that possess telepathic and telekinetic abilities and are grub-like creatures with cybernetic enhancements. A high-ranking species in the trans-dimensional Combine, with it being implied they are in fact the ruling class.

Overview

Combine Advisor (old)

The Barn Advisor in the Episode Two trailer.

The Combine Advisors are large, pale, super-intelligent grub-like creatures with no discernible facial features. The Advisors have a device similar to a gas mask attached to their front end. The Advisors also have a cybernetic eyepiece on the left-hand side of the faceplate.

Each Advisor wears a skin-tight olive-green bodysuit that covers all but the ends of their bodies, with a collar adorned with golden glyphs around their "necks." They also have a pair of thin black robotic arms implanted to their backs, capable of grabbing and lifting an adult human and moving the Advisor's weight. They also have an appendage that can protrude from their mouth like an elongated tongue, though it is more or less phallic in appearance. The appendage is used similarly to an invertebrate's proboscis and plunged into a weak point, such as the human neck shown from a scene in Half-Life 2: Episode Two.

Combine Advisors have a wide range of odd vocalizations, from robotic growls and groans to loud shouting noises and screeching. Besides their technological prowess, they also appear to possess incredible psychic and telekinetic powers. They can communicate with others telepathically as well.

Advisor hl2 model

The model of an Advisor in Half-Life 2.

Advisor rule

Under normal circumstances, the Advisors seem content to live in artificial seclusion. During the Combine control of Earth, a number of them lived within the Citadel and ruled the planet through Dr. Breen. They subsisted in pods during this time, reliant on life support systems.

None of the citizens of City 17 or even the Resistance seemed to be aware of their existence. The face of the Combine on Earth was Dr. Breen and his transhuman minions. The Advisors seemed happy to retain this facade. However, the Vortigaunts seem to know them well and even fear them.

During the events of Half-Life: Alyx, Alyx Vance, and Russell manage to derail a Combine Razor Train by diverting its path into a dead end. The Razor Train smashes through a brick wall and tumbles partway into a Combine bridge network underground, train cars crashing into one another as it falls.

As Alyx and Russell search for Eli Vance, they come across a train car with three dead Advisors. The sight of them surprises Russell, though since neither of them has ever seen one before, and Alyx quickly exits the train car to continue their search, Russell has little time to inquire about them.

Near the end of Half-Life: Alyx, a Combine Scientist, is heard arguing and being sarcastic with an unknown Combine member, demanding to speak with its supervisor and wondering why it is taking so long. Shortly after waiting, she can be seen speaking directly to an Advisor where her tone softens a bit. However, even when speaking to this Advisor, her tone remains rather harsh and often openly frustrated.

During the events of Half-Life 2, it becomes clear through the increasingly agitated Breencasts that the Advisors have grown to suspect both Dr. Breen's motives and usefulness to them, as one shown communicating with Breen as Breen pleads and bargains for rescue.

With the apparent death of Wallace Breen, the Advisors seem to have taken control of the Combine on Earth directly. In Episode One, they prepare to evacuate themselves from the damaged Citadel while ordering their soldiers and other minions to remain behind to destroy the Citadel's dark fusion reactor and send an unknown message to the Combine Overworld.

HL2EP2Advisor

The Advisor's 'tongue' appendage, used to burrow deep into the victim's neck during a process that kills the victim instantly.

Following their escape from the Citadel, the Advisors seem to have gradually abandoned their life support systems; they have, in the words of the Vortigaunts, begun to "hatch," indicating a level of adaptation to the environment. When Gordon Freeman and Alyx Vance shut down the "Barn Advisor's" life support systems in Episode Two, they make it angry.

During both episodes, they seem to show interest in Gordon and Alyx. The Advisors frequently appear on screens and in the open, monitoring their progress and dispatching Combine Soldiers to apprehend them. This monitoring could be due to the duo carrying the data packet containing Judith Mossman's transmission from the Borealis and, more importantly, the contact code for the Combine Overworld.

It is possible that the Advisors are the master race of the Combine, though the evidence is inconclusive. The Advisors are the highest ranking beings witnessed on Earth, but Earth itself is of nominal interest to the Combine, raising the question of why the Advisors would bother settling on Earth and managing its affairs whatsoever rather than delegating the task to lesser beings. Whether they are the Combine's master race, a high-ranking species in the Combine, or simply something akin to middle management remains to be seen.

Abilities

Advisor Intothepixel

Concept art for Episode Three, showing an Advisor and Gordon Freeman.

Advisors possess considerable telepathic and telekinetic abilities. They can communicate telepathically with Dr. Breen, as demonstrated near the end of Half-Life 2 and the beginning chapter "A Red Letter Day" when Gordon accidentally teleports into Breen's office. They can also launch psychic attacks to ward off unwanted attention. Such attacks take the form of visions that obstruct the senses of those affected and cause severe headaches.

Despite their grotesque, grub-like appearances, they seem to be extremely intelligent and more than capable of directly leading the Combine occupation forces on Earth in battle, appearing alongside Overwatch units in the open and orchestrating the assault on White Forest. It is unknown if they possess any understandable vocal communication abilities, though they can speak with others, telepathically as demonstrated with Breen.

The telekinetic abilities of an Advisor allow it to manipulate objects in close range with considerable force. They can completely immobilize several adult humans. They are also able to levitate themselves and achieve flight, presumably with telekinesis. Though they can concentrate on multiple, independent objects, they cannot maintain their abilities under immense pain or physical damage. This limit might imply that their neurological abilities require some level of concentration or uninterrupted focus.

Though their psychic and mental abilities are exceptionally devastating, they appear to be quite vulnerable physically, at least in their "larval" forms. Besides two mechanical arms and their tongue-like appendage, they have no means of physically interacting with their environment nor any hazards they encounter. Their suits do not appear to provide any armor, and their bodies as a whole are fleshy, "squishy," and bulky. An Advisor is driven off by Dog with ease in physical combat, and another is injured by conventional weaponry. As they seem to observe rather than directly intervene in most of their appearances.

Their "tongue" can be used to kill and extract from other beings by driving it through the neck, demonstrated on Eli and a Rebel in Episode Two. What the Advisors do this extracting for is unknown. Episode Two implies the Advisors extract nutrients or information from the brain or any nervous tissue.

Behind the scenes

Advisor ep2 unused shield

Unused particle system for the Advisor's "psychic shield" found in the Episode Two game files.

  • When viewing earlier versions of the Advisor in a model viewer they appear to have another attack which utilizes their mechanical arms. There seems to be a small amount of this at the end of Episode Two when they confront Eli Vance.
  • In Half-Life 2: Raising the Bar, Ted Backman mentions that the immense, worm-like form of the Combine Advisor was inspired by the work of Frank Herbert, most likely the images of the Spacing Guild Navigators from the Dune novels and the original 1984 film.[1]
  • The Advisor might be partially based on the Kingpin concept, due to the similarities to the Kingpin's second design and the concept of psionic attacks.[1]
  • The shaft seen in the Citadel in Episode One where the Advisor leaves is one of the oldest concepts created for Half-Life 2. An early WC mappack map ("proto_citadel_advisor.vmf", last edited on October 12, 2001) features a prototype version of it.[2]
  • Several different texture colors can be found in the playable Half-Life 2 Beta files. They include yellowing tones, red, blue or green. It is likely that the Advisors were to come in only one color and that these files are only experimentation.[3]
  • In the first map of Riding Shotgun chapter, one of the screens shows an Advisor inside a wooden house. It is possible that it is the same Advisor that can be seen in Episode Two trailer due to similarities in the interior of the wooden house to the place in the trailer.
  • In the final map in Half-Life 2: Episode Two, if the player uses noclip, they can fly behind the hangar. There are two idle Advisors here. They can be damaged with weapons, causing them to actually play a sound and an animation. (If they are killed, the ending cutscene will be broken.) This shows that Valve has already scripted the Advisor, possibly to be used in a future Half-Life game. Another hint is the console command sk_advisor_health 1000. Besides, a commentary from the first Advisor encounter in Episode Two suggests that the player would have to directly fight at least one Advisor in a possible Episode Three.
  • During the beginning of a scene in Half-Life 2: Episode One, the Advisor can be heard "speaking" while it is on a screen, just before Combine soldiers come out. This is actually the sound of Vortigaunts from the original Half-Life slowed down. If this is indeed the Advisor speaking this suggests that they speak the same language as the Vortigaunts, although this is most likely just recycling old sounds.
  • An unused particle system "advisor_psychic_shield", found within the Episode Two game files, suggests that Advisors were to be seen using some kind of an energy shield.
  • Spawning the Advisor in Half-Life 2: Episode Two crashes the game, most likely because the Advisor only appears when scripted.
  • While it may seem that the Advisors do not possess any actual AI, this is in fact false. In the Source SDK, npc_advisor_shared.h includes this line: #define NPC_ADVISOR_HAS_BEHAVIOR 0..If set to 1 and compiled, the Advisor will pick up objects with its telekinesis and throw them at the player, as well as forming a makeshift shield with any physics objects at hand.
  • The Half-Life 2 model also has some unused animations.
  • In BreenGrub, a non-canon ARG by Marc Laidlaw, the Advisors are revealed to be another species enslaved by the Combine. They were once a utopian society of philosophers and scientists who spent most of their time in an artificial dream state. For this reason, they were easily conquered when the Combine came to their homeworld. The Combine forced the species to never mature beyond its adolescent "grub" stage, and used their bodies as hosts for the greatest minds of all their subjugated worlds. During this time, a few members of the species managed to flee into outer space, while others placed themselves into dream states that would endure a hundred thousand years. The homeworld of the Advisors is for reasons unknown kept a secret by the Combine, who maintain its existence is a myth.
  • The name "Shu'ulathoi" shares consonantal similarities with the alien R'lyehian language featured in the works of H. P. Lovecraft.

Gallery

Models

Concept Art


Screenshots

List of appearances

References

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