Once we got to the base, we came up against tougher opposition. To get there, our convoy of turtles had to wade through numerous gang members that were often more concerned with fighting each other than turning on us. My time with Siege Turtles came as part of a group mission, where we were tasked with breaching the gates of a radical group nestled deep within the gloomy Echovald Wilds. They’re exactly what they say on the shell: like something you’d see in Warhammer, these are giant turtles that can haul around several players, artillery cannons, and enough shielding to just about survive the worst that Cantha can throw at it. In my hands-on with End Of Dragons, I got to find out exactly how the Pact plans to deal with these organisations – Siege Turtles. Like basically anything in the Guild Wars universe though, this Dragonjade has caused conflict, and now Cantha is an area in which stability is disputed by rampant gang warfare and the growing strength of some dangerous radical groups. Why? Well, apart from the gorgeous scenery, Cantha is home to Dragonjade – a material that’s absorbed so much magic over the centuries that it can be used to create all manner of bold new inventions. Since 2012 the plot of Guild Wars 2 has been steadily chugging along through in-game seasons and expansions – we’ve seen the MMO’s biggest city devastated and rebuilt, had a fistfight with the god of war ( not that one), and now we’re preparing to re-introduce our band of world-saving misfits to the land of Cantha. READ MORE: Shoji Meguro: ‘Persona’’s composer on leaving Atlus to chase a dreamĪs it’s been 250 years since the events of that first game, those changes are to be expected.We’re set to return to Cantha, a mysterious region that was last explored in 2005’s Guild Wars, but there’s plenty of changes afoot. End Of Dragons is a bit of a homecoming for Guild Wars 2, as anyone who’s played the first game will eagerly tell you.