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CS2 Anubis callouts are the 45 location names players use to communicate on the Anubis map in competitive Counter-Strike 2. The Anubis map splits its callouts across five zones: A Site, B Site, Mid, T Spawn, and CT Spawn. Key names include Palace, Heaven (A and B), Water, Gate, Connector, Bridge, Sniper's Nest, and Ivy.

Anubis arrived in CS:GO as a community map in 2020 and entered the Active Duty pool in November 2022, replacing Dust II. The map carried over to CS2 in August 2023. After a six-month break, Anubis returned to Active Duty on January 22, 2026, replacing Train for Premier Season 4. Callout fluency matters again for Premier and FACEIT play.

Below: every callout by zone, a full reference table, and tactical sequences for T-side and CT-side.

Full Anubis Callout Map Overview

The Anubis Callout Map below condenses every named location on the map into one reference. Bookmark this page and pull it up between rounds.

The table groups all 45 callouts by zone with a one-line description of each. Use it as your map locations cheat sheet while the visual key sinks in. The five zones (A Site, B Site, Mid, T Spawn, CT Spawn) line up as row groups so you can scan a zone fast and find what your teammate just called.

Callout Name Zone Brief Description
T Spawn T Spawn Terrorist starting area
Alley T Spawn Corridor right of T Spawn toward A Site via Upper and Boat
Ruins T Spawn Transit space between T Spawn and B Long
Trash T Spawn Narrow connector between T Spawn and Ruins
Top Mid Mid T-side approach to Bridge and Mid
Bridge Mid Long pathway from Top Mid down to Double Doors
Double Doors Mid Transit zone between Bridge and Middle
Middle Mid Central corridor connecting A, B, and CT
Arches Mid Landmark separating Water and Boat
Upper Mid High platform above Water
Drop Mid Jump-down from Upper to water corridor
Stairs Mid Stepped path connecting water level to Mid
Water Mid Lower flooded corridor, also called Canal
Boat Mid Water zone adjacent to A Main
A Main A Site Primary T-side approach to A
A Site A Site Bomb plant zone with central pillar
Heaven (A) A Site High position overlooking A Main
Back A Site A Site Rear area behind the A plant
Plateau A Site Transition between A Con and A Heaven
Fountain A Site Landmark for grenade lineups near A
Orange A Site Orange scaffolding beside Plateau
Headshot A Site CT wall angle with headshot-only peek
Tunnel (A) A Site Indoor path from CT Spawn to A Heaven
A Connector A Site Mid-to-A-site route, called A Con
eBox A Site Granular cover callout near A Connector
B Site B Site Bomb plant zone on the B side
Default B Site Standard plant near the central wall
Pillar B Site Central piece of geometry on B
E Box B Site Post-plant cover spot
Corner B Site Retake-relevant angle on B
Back Site (B) B Site Rear of B bombsite
Gate B Site Primary entry from B Long
Ivy B Site Pre-execute staging area near Gate
B Long B Site T-side approach to Gate, also Catwalk
B Connector B Site Flank route from Water to B
Heaven (B) B Site High position above B Long near Ruins
Ninja B Site Hidden ambush near B Connector
Bricks B Site Wall connecting Palace to B Site
Palace B Site Rotation tunnel from Mid to B
Street B Site CT rotation corridor from CT Spawn
CT Spawn CT Spawn Counter-Terrorist starting area
Beach CT Spawn Open space behind CT Spawn
Cave CT Spawn Fast B rotation path
Tunnel (CT) CT Spawn Beach-to-A-site passageway
Sniper's Nest CT Spawn High AWP perch covering Gate and B Long

Anubis A Site Callouts

A site on Anubis rewards teams who establish Heaven and Plateau control early. The bombsite revolves around a central pillar with high angles that catch attackers before they commit.

A Site

A Site is the bomb plant zone defined by a tall central pillar. Defenders post up in Heaven, Plateau, and Back Site. "Behind pillar" is the most common plant call you will hear on A.

A-Main

A-Main is the primary T-side approach corridor into A, connecting to Water and Boat. A well-placed Molotov from Heaven shuts down a dry rush.

Heaven (A)

Heaven (A) is the high position looking down on A Main. CTs play it for early picks. Always call "A Heaven" out loud, since "Heaven" alone is the single most common callout mistake in ranked CS2.

Back A Site

Back A Site is the rear area behind the plant. CTs camp here in retake setups, and Ts hold it post-plant. The shortcut "Back Site" can confuse rotations mid-round.

Plateau, Fountain, Orange, Headshot, Tunnel (A), and A Connector (A Con)

A Connector links Middle to A Site and lets T-side run splits. Lose A Con as CT and you usually lose the round.

Plateau sits between A Con and A Heaven as a transition platform. Orange marks the scaffolding next to Plateau, an easy callout to learn. Fountain is the grenade-lineup landmark on site.

Headshot is the wall on the CT side where geometry creates a headshot-only peek. Tunnel (A) is the indoor passage from CT Spawn into A Heaven. eBox is the granular cover spot near A Connector named after the electrical box that anchors the angle.

Anubis B Site Callouts

B site punishes CT passivity harder than almost any site in the current map pool. Ts hit it fast through Gate or split it with a B Connector push.

B Site, Default, Pillar, E Box, Corner, and Back Site (B)

B Site is the bomb plant zone vulnerable to fast pushes through Gate. Default is the standard plant near the central wall. Pillar is the most contested piece of geometry on the site. If T-side claims Pillar post-plant, a retake becomes exponentially harder.

E Box is a small electrical box that gives post-plant cover, and it separates players who studied Anubis thoroughly from those who didn't. Corner shows up most in retake scenarios. Back Site (B) needs the same disambiguation rule as Back A. Always specify "Back B" when you call it.

Gate, Ivy, B Long, B Connector, Heaven (B), Ninja, Bricks, Palace, and Street

Gate is the primary entry from B Long and decides a disproportionate number of CT-side losses. Ivy is the staging area where Ts stack utility before they execute.

B Long is the main T-side route, sometimes called Catwalk from CS:GO days. B Connector links Water and Bridge to B Site as a flanking option, and most teams underuse it. That is exactly why it works. Heaven (B) overlooks B Long from Ruins. Reiterate "B Heaven" every time, since the "A Heaven" versus "B Heaven" mix-up is the most common callout collision on the map.

Ninja is the hidden ambush spot near B Connector. Bricks is the cornered wall connecting Palace to B.

Palace is the rotation tunnel from Mid. A CT emerging from Palace mid-round can completely swing a B execute. Street is the CT rotation corridor from CT Spawn down to B.

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Anubis Mid Callouts

Mid on Anubis is where rounds are won or lost before either team reaches a bombsite. Mid control is also what analysts track when they bet on CS2: teams that consistently win mid on Anubis control the tempo of the whole match.

Upper, Drop, and Stairs form one continuous vertical path. Arches, Double Doors, Water, and Boat round out the central corridor.

Middle, Top Mid, and Bridge

Middle is the large central corridor connecting A, B, and CT Spawn. The team that establishes Mid presence by 30 seconds wins the information war.

Top Mid sits between Bridge and T Spawn, the first destination for Ts not running B Long. Bridge is the long pathway down to Double Doors with a drop into Water. CTs and Ts meet on Bridge in the opening seconds.

Upper, Drop, Stairs, Arches, Double Doors, Water, and Boat

Upper is the high platform above Water, reachable from Bridge. Drop is the jump-down to the water corridor. Stairs is the stepped path back to Mid. A player calling "Upper" almost always heads to Drop or Stairs next.

Arches separates the two water areas. Double Doors is the transit zone between Bridge and Middle. Water (sometimes Canal) is the lower flooded corridor and a flanking route to B Connector. Boat is the adjacent water zone carrying its CS:GO name forward, and newer players sometimes confuse Boat and Water.

Anubis T Spawn Callouts

T Spawn funnels players toward defined decision points immediately. Even "two T Spawn" tells your team that two players have not committed to a route yet.

T Spawn, Alley, Ruins, and Trash

T Spawn is the starting area and the immediate fork into A, B, or Mid. Alley is the multi-option corridor toward Water, Boat, and Top Mid. A teammate calling "Alley" signals that the team hasn't picked a site yet.

Ruins connects Top Mid to B Site access and acts as a landmark for B Heaven setups. Treat Ruins as a transit callout, not a camping position. Trash is the narrow connector between T Spawn and Ruins, useful for tracking early enemy movement.

Anubis CT Spawn Callouts

CT Spawn has multiple branching paths. Early commitment calls decide whether CTs establish map control or play reactively.

CT Spawn, Beach, Cave, Tunnel (CT), and Sniper's Nest

CT Spawn routes to A via Beach and Tunnel, to B via Street and Cave, or straight to Mid. Beach is the open area behind CT Spawn that feeds the A approach through Tunnel.

Cave is the go-to rotation path for CTs peeling from A to B, noticeably faster than rotating through Middle. CT Tunnel needs disambiguation from A Heaven Tunnel (which runs from CT Spawn up to Heaven).

Sniper's Nest is the high AWP perch covering Gate, B Long, and parts of B Site at the same time. One AWPer holding Nest can lock down an entire half of the map.

How to Use Anubis Callouts Strategically (T-Side and CT-Side)

Knowing callout names is the first step. Knowing when and why to use them wins rounds. T-side and CT-side use them differently.

T-Side Approach: Dictating the Game's Tempo

T-side on Anubis runs three main plays: a fast B execute through Gate and B Con, a Mid split into A through Bridge and A Con, and a B fake rotating into A Main.

T-side callout principles:

  • Call your position before you commit to a route.
  • Announce Mid presence within the first 15 seconds.
  • Repeat the entity name (B Long, Gate, A Con) instead of "here".
  • Confirm the strat call out loud before utility goes down.

CT-Side Approach: Map Control or You Lose

Without map control, CT-side loses on Anubis. Passive play hands Ts free Mid presence and lets them split bombsites at will.

The standard CT setup runs one A defender, two B (Sniper's Nest and Gate), one Mid or connector, and one rotator floating through Cave or Palace.

CT-side callout principles:

  • Call first contact by area name immediately.
  • Confirm any rotation before you leave your site.
  • Specify "A Heaven" or "B Heaven" every single time.
  • Trade information across the team between rounds.

Best Anubis Callout Sequences and Route Combinations

Four plays earn the first slots in any Anubis playbook for ranked CS2.

  1. Fast B Execute. T Spawn to Ruins to Ivy to Gate to B Site (Default). Smoke Heaven (B) and pair with a B Connector push.
  2. A Split via Mid. T Spawn to Top Mid to Bridge to A Connector to A Site. Two hold Bridge while three split through A Con.
  3. B Fake to A. T Spawn to Ivy, drop utility on Gate, then rotate through Ruins and Top Mid into A Main.
  4. Water Flank into B Connector. T Spawn to Alley to Stairs to Water to B Connector. An underused T-side option that catches CT defences off guard.

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How to Learn and Practice Anubis Callouts Effectively

Five steps take you from rough memorization to fluent in-match calls. Teams that communicate with approximate callouts still outperform teams that call nothing at all. Pick one of the steps below per session and stack them across a week.

  1. Study the full callout table at the top of this article as your reference baseline.
  2. Walk the map offline with no enemies. Say each callout out loud as you cross it.
  3. Play casual or deathmatch with the callout guide open on a second monitor.
  4. Focus on 3 to 4 key callouts per session. Start with Middle, B Long, Gate, A Main, and Sniper's Nest.
  5. Enter competitive play and commit to calling every position, even imperfectly.

Final Thoughts on Anubis Callouts in CS2

Anubis rewards teams with shared language as much as aim. The map sits in CS2 Active Duty for Premier and FACEIT as of 2026, where IEM Kraków and BLAST Bounty showed pros punishing every miscommunication.

Drill the strategy section and come back to the reference table when you need a refresher. The names land as muscle memory inside a few sessions.

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FAQ

Why are Anubis callouts important in CS2?

Anubis callouts let your team share enemy positions instantly across 45 named locations. Without them, you lose the information war before any aim duel starts. The map sits back in Active Duty for Premier Season 4, so callouts matter at every rank.

How can I use Anubis callouts effectively in CS2?

State the entity name, the count, and the action. "Two Gate pushing" beats "they're coming." Specify "A Heaven" or "B Heaven" every time. Repeat callouts across rounds so your team builds shared shorthand. Effective calls land within two seconds of first contact.

Where can I find a visual Anubis callout map for CS2?

The Anubis Callout Map table at the top of this guide covers every location with zone groupings. Use it as your reference while you walk the map offline. Pair it with the annotated screenshots and you have a complete visual key.

How can I practice Anubis callouts to memorize them quickly?

Walk the map offline and say each callout aloud as you cross it. Run deathmatch with the callout list open. Focus on 3 to 4 callouts per session before expanding. Most players learn the full set inside a week of structured practice.

Why is it called eBox on Anubis?

eBox stands for Electric Box, a small electrical fixture near A Connector. It gives cover and creates a holding angle. The name describes the prop itself. It is the kind of granular callout that separates thorough students of Anubis from casual players.