Do I trust the colonel or Matt?
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When deciding whether to trust the Colonel or Matt, it’s essential to consider the consequences of your choice and the storyline of Dying Light 2, as choosing to believe the Colonel will lead to Matt swearing to kill you and his Peacekeepers attempting to ambush you, while believing Matt will lead to Frank’s death and the Peacekeepers controlling the city. Ultimately, the decision to trust the Colonel or Matt depends on your playstyle and the path you want to take in the game, with the Colonel offering a more stealthy approach and Matt providing a more aggressive one.
Introduction to the Colonel and Matt
Understanding the Characters
To make an informed decision, it’s crucial to understand the motivations and goals of both the Colonel and Matt, as they are key characters in the game, with the Colonel being a mysterious figure and Matt being the leader of the Peacekeepers.
The Storyline and Consequences
Choosing to Trust the Colonel
Choosing to trust the Colonel will lead to Matt swearing to kill you, and his Peacekeepers will try to ambush you on route to X13, however, if Frank survived, the Nightrunners will assist you and stop the fight, and the Colonel will show you Waltz’s quarters and arrange transport so Aiden can go to X13.
Choosing to Trust Matt
On the other hand, choosing to trust Matt will lead to Frank’s death, and the Peacekeepers will control the city, giving Matt the upper hand in the storyline.
FAQs
- What happens if I believe the Colonel? If you choose to believe the Colonel, Matt will swear to kill you, and his Peacekeepers will try to ambush you on route to X13.
- What happens if I believe Matt? If you choose to believe Matt, Frank will die, and the Peacekeepers will control the city.
- Should I trust Colonel in Dying Light 2? The decision to trust the Colonel depends on your playstyle and the path you want to take in the game.
- Is Jack Matt a villain? Jack Matt is a major character and a possible secondary antagonist in Dying Light 2 Stay Human.
- What is Jack Matt’s secret? Over the course of the story, it becomes clear that Matt is harbouring secrets, including a mysterious illness and a cryptic plan that involves stealing UV lamps.
- Should I give the transmitter to Frank or Matt? Give the transmitter to Frank, as it will give control of the radio transmitter to the Survivors, thus allowing Frank to establish New Hope Radio.
- Can Jack Matt be trusted? Although Jack Matt enters the campaign on a heroic note, it doesn’t take long to realise his stories definitely don’t add up.
- What happens if I choose Matt or Colonel? Believe Jack Matt Over The Colonel In Now Or Never, Frank dies in this scenario, and Jack Matt leads the Peacekeepers to control the city.
- Should I trust Juan or Matt? Players should side with Jack Matt if they are looking for someone honest and looking out for the well-being of others, and not just themselves.
- What happens if you trust the Colonel over Matt? If you choose to believe The Colonel, Matt will swear to kill you, and his Peacekeepers will try to ambush you on route to X13.
- Is Jack Matt infected? Jack Matt responds by telling you he has cancer and alluding to his goal of capturing the Renegade base and killing The Colonel.
- What happens if I lie to Matt? Once you reach the quest area, you’ll exit into Old Villedor and run into Matt, and you can lie or ask his intentions, though the choice doesn’t matter.
- Should I press Frank in dying light 2? The good news is that the player’s decision on whether to Press Frank for the GRE Key has no impact on the story outside of this one conversation.
- Which is better survivors or Peacekeepers? In short, Survivors are best if you would rather avoid fights, and prefer to explore the rooftops of Villedor, while Peacekeepers are for those who prefer to decimate everyone who gets in the way.
- Who should I side with in Dying Light 2? If players prefer offense to traversal upgrades, the best faction to side with in Dying Light 2 is the Peacekeepers because they add useful things to the map like canons, car traps, electrical fencer traps, and lanterns that can be used as Molotovs.