The Caspian (Metro Exodus Level)

"Whoever kills the Munai-bailer is my friend."

- Giul

The Caspian is the seventh overall level featured in Metro Exodus, and the second of the open world levels. Dealing with the fallout from Mount Yamantau, the Aurora heads south in search of the Caspian-1 facility.

Plot
A few months have passed since their encounter with the cannibals at Mt Yamantau, the Aurora heads south into Kazakhstan, and to the Caspian Sea, where Miller hopes to find the Caspian-1 Satellite Control Centre. However. the heat has had a negative effect on the crew, with Stepan suffering from heatstroke, and the Aurora running low on supplies. As the Aurora is passing a ruined hamlet, a vehicle races by, with two bandits audibly shouting at the train and using a radio. Coming to a stop at a nearby train station, Miller orders all available hands to the deck, however only Artyom, Damir, Anna and Krest are in fighting form, whilst the rest are sick. Miller orders Artyom to double back to the ruins to find traces of the van they saw and find any signs that point to the communications centre, whilst Anna and Damir are ordered to search for fuel and water.

Artyom makes his way through a sudden sandstorm to the ruins, where he finds a bandit outpost being besieged by humanimals. Fighting his way through, Artyom is confronted on the roof by the leader of the outpost and the owner of the van, whom Artyom can either kill or subdue. Artyom is set upon by a large group of humanimals when approaching the van, but is assisted by Damir, who came to offer him support after the sandstorm. He informs Artyom of the location of a nearby radar array that may give clues to the location of the communications centre. Rather than traveling across the hot desert on foot, Artyom utilizes the bandits van to make his way to the next location.

In the distance Artyom is able to see the dried out Caspian Sea, littered with the rusting husks of container ships, along with a dilapidated lighthouse situated on the same island formation where the radar array is located. Miller radios into both Artyom and Damir, telling them to get to the lighthouse as soon as possible. A local woman named Giul is being besieged by bandits and has offered Miller information on the facility in return for helping her against them. Artyom makes his way through a heavily booby-trapped cave system to flank the attackers from the rear, where Giul reveals to him the local bandits are the Munai-bailer, the oil riggers who lay claim to the area and have a tight grip on the water and fuel sources, as well as enslaving the local populace.

Giul guides Artyom to the communications facility located below the lighthouse, she reveals to him that her mother was an officer at the facility and she lived there at the outbreak of the war. After turning the auxiliary power on, Giul stays at the entrance to keep the power running and wait for Damir to arrive. Going deep underground, Artyom finds the facility in bad shape, with spiderbugs having created a nest for themselves as well as toxic air seeping in from cracks in the walls. Artyom eventually finds the satellite maps deep within the heart of the facility and meets up with Giul and Damir at the entrance to the facility. Giul informs the two about the Baron, the leader of the Munai-bailer, and how he has set up shop on the oil rig across the bay from the lighthouse. Damir tells Artyom that Anna is nearby awaiting assistance and that Miller is expecting him at the train station.

Artyom is then free to explore the landscape and undertake several optional objectives for Anna, who has set up a sniper's nest in the wreck of an old ship. Back at the station, Miller tasks Idiot with decoding the maps and reveals Alyosha, Stepan and Duke are all down with heat stroke and will not last much longer. He then tasks Artyom and Damir to infiltrate the local water source and obtain water for the crew and the train.

Artyom rendezvous with Damir at an abandoned village built into a cave system. Damir laments the fact that they did not arrive sooner to help his people, and notes that they devolved rapidly after the war, creating cave paintings more akin to neanderthals. They make their way through a large underground settlement but are soon faced with hordes of humanimals. As they fight their way through, they exit the cave system near a giant underground well, where the Munai-bailer use slaves to extract the water. The duo split up, with Damir aiming for a large water tank truck, and Artyom going for the gate controls. As he opens the gates, Damir drives the truck out of the compound, with Artyom leaping on top to make a quick getaway. Damir remarks that they are not being followed as Artyom drifts off to sleep on the drive back to the station.

Waking some hours later, Artyom is caught up in the middle of a firefight between the crew of the Aurora and Munai-bailer bandits. They are no match for the Spartans, but Miller, tired of being stuck in the Caspian, kick starts plans to leave. With enough water to get the crew back into fighting form, and to fill the tanks of the Aurora, Miller tasks Damir, Artyom and Giul to infiltrate the Baron's fortress and steal a rail car full of fuel. Once again Artyom and Damir rendezvous near the oil rig, with Giul stating it would be easier to infiltrate the facility through the tunnels leading to the slave quarters. Artyom infiltrates the facility, going through the kennels, and a fighting arena before meeting back up with Damir, who reveals Giul has gone AWOL, and they are unable to open the gates.

Over the loudspeaker, the Baron invites Artyom up to the rig with a proposition. The bandits are cautious, but allow Artyom safe passage, where he witnesses brutality towards the slaves and the engineering capabilities of the Munai-bailer as well the various vices and women they indulge themselves in. Reaching the top, Artyom is greeted into the lavish quarters of the Baron, with slaves and concubines on hand. He says he respects people with a goal, and notes that Artyom's goal is clearly not in the Caspian Sea. He proposes a truce, and offers as much fuel and water as the Aurora can handle in return for Giul, who he has been fighting for many years. However, before Artyom can respond, Giul makes herself known and guns down several of the Baron's men. The Baron locks himself in the next room, as Artyom and Giul fight off many of the slavers. Giul climbs around to give chase to the Baron and leaves Artyom to deal with a heavily armed bandit. Damir moves in to support Artyom as they finish off the bandits. As they break into the Baron's quarters, they see Giul being held over the side of the oil rig as the Baron prepares to kill her. An explosion below knocks her off, but Damir is able to grab hold of her before she falls. The Baron goes for Artyom and attempts to choke him with his cane. The rest of the Aurora crew has moved into the compound below and Anna is able to shoot the Baron before he can kill Artyom.

Outcomes
Based on choices made during this chapter, the ending can go two ways.
 * After killing the Baron, Giul thanks the Spartans and remarks that her war has just begun, and she must see it to the winning end. If Artyom has not obtained enough moral points, then Damir will stay behind and assist Giul in her fight, telling him that this is where he belongs, with his people. Artyom then uses the zipline to rejoin his comrades down below. Later, Damir can be heard on the radio in the Aurora, informing the crew on the situation after their departure.
 * If Artyom has obtained enough moral points throughout the chapter, then Giul will thank the pair and leave, but Damir will rejoin Artyom aboard the Aurora.

Story Related

 * Recon the village where the Van came from.
 * Meet with Giul at the Lighthouse.
 * Retrieve the satellite maps from the Communication Centre.
 * Return to the Aurora with the satellite maps.
 * Retrieve the water truck.
 * Repel the Munai-bailer	attack on the Aurora.
 * Retrieve the fuel tanker from the Oil Derrick.
 * Meet with the Baron.
 * Confront the Baron.

Optional Objectives

 * Liberate the slaves at the ship-breaking operation.
 * Retrieve Giul's family pictures.
 * Meet Anna at her Observation Post.
 * Liberate the slaves from the Prison Hulk.
 * Defeat the Sniper at the port	crane.
 * Explore the abandoned helicopter base

Collectibles
On this level, there are a total of 12 diary entries and 5 postcards. Like the Volga level, most can be obtained in any order the player chooses, with the exception of the postcard in the lighthouse and the documents inside the bunker.
 * Postcard 10 - Next to the Aurora there are a couple of abandoned buildings. The postcard will be in the westernmost hut, pinned right next to the door.
 * First Mate's Diary - About halfway between Saul's outpost and the lighthouse, there is a large ship in the middle of the road. Enter the ship and go upstairs. To your immediate right you will see a slave praying to the Holy Flame. The diary will be on the table.
 * Leader's Letter - Climb the ladder onto the deck above. Go inside the cabin and climb upstairs. The diary will be on the table to your right, next to the radio.
 * Letter to Son - Once you get to the lighthouse and zipline into the cave, follow the path until you reach a natural (rock) bridge over a ravine. Before you cross it, look in the corner to your left. There should be a letter next to a corpse.
 * Postcard 11 - When you finally reach the lighthouse and take the elevator up, you can grab the postcard pinned on the door frame at the entrance. Note that you will not be able to return to this location if you miss it, and will have to reload the level.
 * Memo - In the office area of the bunker, go to the office left of the exit. You will find the memo on the desk, next to the typewriter.
 * Image Analysis - After you go through the washrooms and down a hallway, you will have to open a locked door by going to the control room to your right. The note will be on the table next to the control panel.
 * Last Orders - After you acquire the radiation map, go into the meeting room to your right when you exit the room. The note should be on the table.
 * Diary Fragments - Directly north of the Aurora, there is a rusted out ship next to some hills. Go into the cabin and up to the hermit's room. The note will be on the crate next to the door.
 * Baron's Letter - On your way to the oasis, you will pass by the entrance to a camp, marked by some vehicles and large, rusted out ship on a hill. The letter is on a stool under an umbrella, next to the truck with the cages. The camp is west of the lighthouse and south of the oasis.
 * Death Note - Going further into the camp, you will find the Baron's men engaged in a firefight with the slave leader. After you've dealt with the Munai-bailer, the leader will shoot himself in the head. You can find his suicide note on a barrel that his body is leaning against, after you climb the ladder to his hideout.
 * Postcard 13 - Once you get to the oasis, follow Damir. After you slide down a slope, look inside the cabin of a rusted ship. The postcard will be pinned right next to the door.
 * Letter to the Artist - From the cabin, go back and climb up a ramp and across a rock formation (which you had previously passed under). At the end of a metal catwalk on the other side, you will find the letter on a radio next to a sleeping bag.
 * Charred Note - On your way to the oil derrick, you will come across a large ship, which is being used to imprison slaves. In front of the ship, there is a small outpost on the road. Climb the catwalk with the yellow railings and collect the note sitting on the crate.
 * Postcard 12 - Once you zipline to the ship, make your way to the main control room. The postcard is on the wall pinned between the entrance and the electric panel.
 * Shopping List - In the same room, you can find the list on the radar panel right next to the electric panel.
 * Postcard 14 - South of the ship, you can find an abandoned air base. Once there, look inside the hangar. In the back of the hangar, there should be a postcard pinned to a wooden crate.

Weapon attachments/Suit Upgrades

 * All Directions are given in reference as though North on Artyom's map in this level is actually south.
 * After the Aurora stops in the Caspian. Exit the cab and head to the rear of the passenger car to meet Tokarev who will give you the Incendiary Ammunition for the Tikhar.
 * Drectly south of the Aurora into a small box canyon, on a wooden crate next to a fire pit and pair of corpse, there is a Ashot with Only Grip, Short Barrel and Suppressor, Reflex Sight, and Green Laser.
 * After either knocking out or killing Saul on the roof of his outpost, grab his Shambler with Light Grip, Short Barrel, Iron sights, Small Cylinder, No Gadget
 * Southwest of Saul's outpost, at the end on the exposed docks, on a leather seat next to a fire pit. There is a Valve with a Assault Stock, Grip and Forend, Short Barrel, Reflex sight, 5-Round Single Column Magazine, and No Gadget.
 * In the boat safe-house between Saul's outpost and the Munai-bailer ship breaking camp, on a table inside the main cabin across from the workbench. There is a Valve with a Heavy Stock, Short Barrel, NV Scope, No Magazine, and No Gadget.
 * In the stern section of the ship that is the center of the ship breaking camp. In the middle decks of the superstructure, after coming up the ladder, on a stack of wooden crates, there is a Shambler with a Light Grip, Short Barrel, Closed Reflex Sight, 6 Round Fixed Cylinder, No Gadget.
 * Climb the vertical yellow ladder to reach the next deck. On a wooden table there is the Motion Scanner for Artyom's Bracer.
 * Continue up to reach the bridge of the ship that is the center of the ship breaking camp, on top of a wooden crate. There is a Valve with a Heavy Stock, Long Barrel, Iron Sights, 5-Round Single Column Magazine, and No Gadget.
 * Heading Northwest from the boat safe-house towards the central oil fields, you will come across a couple of shipping containers buried in the sand and covered with cameo-netting guarded by Munai-bailer. In the open container southeastern side, there is a Kalash with a Light Grip, Short Barrel and Flash Suppressor, Iron Sights, 75-Round High Capacity Magazine, and No Gadget.
 * While the three Munai-bailer are equipped with:
 * Revolver with Heavy Grip, Long Barrel, Iron Sights, 6-Shot Cylinder, and No Gadget
 * Ashot with Hunting Stock, Double Barrels, Iron Sights, and No Gadget
 * Valve with Assault Stock, Grip and Forend, Long Barrel, Iron Sights, 5-Round Single Column Magazine, and Red Laser
 * Bulldog with Light Grip, Standard Barrel and Compensator, Iron Sights, Short Magazine, No Gadget
 * At the central crossroads southwest of the central oil field, you will come across a wrecked van, in the front seat next to a dead Munai-bailer, there is a Shambler with Light Grip, Short Barrel, Iron Sights, 10-Round Shotgun Magazine, and No Gadget.
 * In the back of the van, a dead heavy trooper Munai-bailer with a Gatling Gun with Short Barrels and Spring Mechanism, Quadrant-Type Magazine.
 * And to the northwest there is a dead combat slave with a Revolver with Light Grip, Short Barrel, Iron Sights, 6-Shot Cylinder, and Green Laser.
 * Inside the boat safe-house near the tunnel entrance to the lighthouse. On a crate to the left of the cot, there is the Extra Bright Flashlight Upgrade for Artyom's Electrical Equipment.
 * Inside the Caspian-1 bunker, in the conference room after retrieving the maps from the archives. On one of the side tables there is a set of Night Vision Goggles.
 * After recovering the maps from the communication center, follow the road to the northwest . Once you hit the salt flats, head west to an elevated bluff with a fire pit, some furniture and a Bastard with a Light Grip, Short Barrel, Reflex Sight, 100-Round High Capacity Magazine, and No Gadget.
 * After recovering the maps from the communication center. Stop at the safe-house in the still standing section metal elevated road and spend the night. When you wake, Saul (if you only knocked him out back at his outpost) will be there with you and will try to convince you to support him in trying to take over the Munai-bailer. He will try to sweeten the deal by offering a Revolver with a Light Grip, Short Barrel, Iron Sights, 8-Shot Double Action Cylinder, and No Gadget.
 * Saul is equipped with a Bastard with a Sniper Stock, Heavy Barrel, Iron Sights, Standard Magazine, No Gadget. His three guards are equipped with Bastards with Sniper Stocks, Standard Barrels, Iron Sights, Small Magazines, No Gadget.
 * After returning with the maps from the communication center to the train station where the Aurora crew are taking shelter from a sandstorm and being briefed by Miller on recovering the water tanker. Meet with Tokarev who will give you the Automatic Pneumatic System for the Tikhar in his new workbench.
 * Four of the Munai-bailer guards at the fortified western crossroads are equipped with Bastards with Light Grip, Short Barrel, Iron Sights, 50-Round Extended Magazine, No Gadget. One of the Munai-bailer guards at the fortified western crossroads is equipped with a Bastard with Standard Stock, Short Barrel, Iron Sights, 50-Round Extended Magazine, No Gadget.
 * In the middle of a lurker nest east of the abandon helicopter base, next to a dead tribal. There is a Kalash with Standard Stock and Grip, Standard Barrel and Compensator, Iron Sights, 45-Round Extended Magazine, and No Gadget.
 * In the abandon helicopter base to the northwest of the map, in the northwest corner past the hangers. There is a shack made from sheet metal, on a table to the left immediately after entering. There is a Revolver with a Light Grip, Short Barrel, Iron Sights, 3-Shot Cylinder, Green Laser.
 * In the third and intact hanger on the abandon helicopter base, just inside the hanger doors. There is a dead Munai-bailer, next to the corpse there is a Ashot with a Heavy Grip, Short Barrel and Suppressor, Iron Sights, No Gadget. Deeper into the hanger in the middle of the second turn, there is a dead combat slave, next to the corpse there is a Bastard with a Heavy Stock, Heavy Barrel, Iron Sights, Small Magazine, No Gadget.
 * On the south side of the second floor of the partially destroyed Air Control tower, leaning against the wall there is a Kalash with a Heavy Stock and Grip, Standard Barrel and Compensator, Iron Sights, Small Magazine, No Gadget.
 * Inside the safe-house on the roof of the partially destroyed Air Control tower, on a wooden crate there is a Shambler with a Light Grip, Long Barrel, Iron sights, Fixed Cylinder, No Gadget and on chair next to the workbench there is the NVD Amplifier for Artyom's Electrical Equipment.
 * On the east side to the map, there is a Canyon being assaulted by several Munai-bailer. After defeating them, head to the end of canyon, next to a workbench, there is the Armored Glass upgrade for Artyom's Gas Mask.
 * One of the Munai-bailer guards at the oasis is equipped with a Bulldog with a Semi-Grip Stock, Long Barrel and Compensator, x6 Scope, Magazine, and No Gadget.
 * One of the Munai-bailer who are attacking the Aurora is equipped with a Shambler with a Light Grip, Standard barrel and Duckbill Choke, Iron sights, Small Cylinder, and No Gadget.
 * After defeating the Munai-bailer that were attacking the Aurora. Head to the workbench in the station to unlock the Helical Magazine for the Tikhar.
 * "Eye" the sniper who has set up in the crane at the dried out port is equiped with a Valve with a Sniper Stock, Grip and Forend, Standard Barrel, x6 Scope, Single Column Magazine, Red Laser and a Kalash with Light Grip, Short barrel and Flash Suppressor, Iron Sights, Magazine, and No Gadget. A second Valve with a Sniper Stock, Grip and Forend, Standard Barrel, x6 Scope, No Magazine, No Gadget is in his hide on a table across from the workbench.
 * From the central crossroads, following the road along the coast to the northwest. There is a wrecked ship on the north side of the road that is crawling with Humanimals. Climb up onto the bluff that the ship is resting against, head to the stern of the ship and jump the gap on to the ship's bridge to find a Bulldog with a Light Grip, Short Barrel and Flash Suppressor, Iron Sights, 60-Round High Capacity Magazine, and No Gadget. Quicksave beforehand, as some players have reported that if you fall into the hole in the floor of the bridge, there's no way back out.
 * Inside the prison hulk, in the command section that is overlooking the slave pens in the prison hulk. On a console, there is a Ashot with a Grip and Handguard, Four Barrels, Iron Sights, and No Gadget.
 * Continuing down the coastal road, past the fortified western crossroads. Once you pass the crashed Hind, take the fork in the southeast. At the end of the road, across from the false baron, there is a small cave with a workbench on a crate there is a Valve with Light Grip and Forend, Short Barrel, Iron sights, 15-Round Extended Magazine and semi-automatic receiver, and No Gadget along with Consumables Carrier for Artyom's Armor.
 * Continuing down the coastal road, past the fortified western crossroads. Once you pass the crashed Hind, take the fork in the southeast. At the end of the road, across from the false baron, there is a small cave with a workbench on a crate there is a Valve with Light Grip and Forend, Short Barrel, Iron sights, 15-Round Extended Magazine and semi-automatic receiver, and No Gadget along with Consumables Carrier for Artyom's Armor.

Trivia

 * North on Artyom's map in this level is actually south. If it took place on the south shore of the Caspian Sea as the map makes it appear, that would place it in Iran, when in fact, it takes place on the north shore in Kazakhstan. The orientation of the map may confuse some players as it can appear that the sun rises in the west and sets in the east.
 * When Artyom goes to find the maps in the communication centre, a diary entry can be found that indicates a dam keeping its reservoir, which contains radioactive fallout, from destroying a valley. This is likely referring to the dam Artyom and the Aurora crew will encounter during "The Taiga" chapter.
 * When Artyom is in the maps room in the communications centre, a small tribute of the 9/11 attack can be found in the shelves. In the year 2001 under the month of September, instead of a map cylinder, a small wooden plane is placed there.
 * North west of the lighthouse on the coast is a small camp, where the Bastard's box magazine can be found. If one activates the Hookah pipe, Artyom will then begin having hallucinations involving the Baby Dark One from Metro: Last Light.
 * While meeting with Anna at her outpost after recovering the satellite maps. She will point out the prison hulk, the sniper's nest in the crane at the port, and the abandoned helicopter base. Anna will also comment if you have already explored these areas beforehand.
 * If you meet with the Hermit in his cabin or with Saul (If one spares him at his outpost) in the raised safe-house above the road. Both will comment on your activities in the area and the effects it is having on the Munai-bailer and the slave population.
 * "Eye" the Sniper will also record his comments on your activities in the area on a tape recorder that can be found in the Crane cabin next to the workbench.

Gallery
Каспий (уровень)