
All CS2 Anubis Callouts: Complete Guide
Anubis is the only community-made map to ever reach CS2's Active Duty pool, and it has earned its spot. Designed by Roald, jakuza, and jd40 and named after the ancient Egyptian god of funerary rites, the map launched in CS:GO back in 2020 before making the jump to CS2. A sandy, water-filled Egyptian town with tight corridors, open sites, and fast Mid rotations. It plays unlike anything else in the pool, and stands out for the fact that it's heavily T-sided.

In this article, we are going to cover every CS2 Anubis callout, explain where each one is located, and break down how and when each spot comes up in a round.
Anubis A-Site Callouts
A-Site on Anubis sits at the top of the map and is the harder site for Terrorists to execute onto. Getting there safely requires pushing through a water-heavy approach past Water, Boat, and Upper, or committing to a longer route through Mid. CT defenders can make life difficult from Heaven, Plateau, and the Fountain area.
Here is a breakdown of every callout on A-Site:

- A-Site: The bomb plant area on the A side, built around a cut stone pillar that creates cover and disrupts sightlines.
- A Main: The primary T-side corridor leading from T Spawn directly toward A-Site. Sometimes called T Ramp.
- Fountain: An elevated platform with a pillar for cover that overlooks A Main. One of the strongest early CT positions on A.
- Heaven (A): An elevated platform above A-Site that gives CTs a dominant angle over the entry paths.
- Plateau (Plat): An elevated area to the right of Heaven, also overlooking the site. Useful for holding or flashing off. The position is also known as Walkway and Camera.

- Tunnel: An indoor passage connecting Beach (CT Spawn area) to Heaven. Primarily used by CTs for retakes.
- A Connector: A small tunnel connecting Mid to A-Site. Used for rotations and split attacks.
- Back Site (A): Area next to the gated door at A. A common spot for hiding, defending, or post-plant positioning.
- Carpet: An elevated area that Terrorists can use to reach A-Site without exposing themselves to E-Box peeks.
Anubis B-Site Callouts
B-Site is the more T-sided of the two bombsites. It is located closer to T Spawn, making it easier for Terrorists to rush directly via B Long or apply pressure through Mid to keep CTs guessing. For Counter-Terrorists, early control of Sniper's Nest and Palace is essential to delay or deny the B push.
Here are all the B-Site callouts broken down:

- B-Site: The bomb plant area on the B side. Features an obelisk at the center that acts as the main cover point.
- Obelisk: The central stone structure on B-Site that Terrorists use to cover bomb plants, and Ts and CTs both use for map control.
- E-Box/ B Connector: The box room near B-Site that creates a tight peek angle. A common CT hold and a dangerous spot for Ts pushing through Water without a flash.
- Palace: A building on the CT side that leads to B-Site and Mid. CTs use it to sneak into B or rotate through Middle. The spot is also known as the Temple.
- Street: A corridor connecting Cave to B-Site. Dangerous to cross mid-round, but fast at the start of a round.
- Cave: The CT passage that connects CT Spawn to Street and then to B. Allows CTs to get to B quickly.
- Sniper's Nest/Sniper: An elevated CT position with a long sightline over B. It's called Sniper's Nest in reference to Mirage's equivalent.

- B Long: A wide corridor leading from Ruins to B-Site. The most direct T-side route to B. Frequently contested early in rounds.
- B Main: The main entry corridor into B-Site from B Long.
- Gate: The entrance from B Long into B-Site. A common flashpoint for opening duels.
- Heaven (B): An elevated platform inside Ruins that gives Terrorists a view over B Long. Also called Catwalk by some players.
- Ivy: A small corner in B Long where Terrorists can regroup or wait for CT over-peeks.
- Bricks: A walled corner connecting Palace to B-Site. Useful for holding angles on the CT side.
- Default (B): The standard bomb plant position on B-Site, typically behind the Obelisk.
- Back Site (B): The area behind B-Site near the back wall. A common post-plant hold for Terrorists and a spot CTs need to clear on retakes.
- Ninja: B-Site, hidden corner next to Back Site. This spot is a must-check before planting, as a CT can hide there.
- B Tunnel: An enclosed route on the B side that offers flanking opportunities.
Anubis Mid Callouts
Mid on Anubis is where map control is won or lost. Whoever dominates the center of the map gains fast access to both sites and forces the opponents into reactive play. Terrorists pushing through Top Mid can fake between sites and keep CTs guessing, while CTs who lock down Mid Doors and Bridge can shut down rotation options entirely.
Here is every Mid callout you need to know:

- Mid: The central area of the map connecting T Spawn, A-Site, and B-Site through multiple passageways.
- Top Mid: A pivotal area above T Spawn that feeds directly into Bridge. Critical for early-round map control and rotations.
- Bridge: The structure connecting Top Mid to the main Mid area. Controlling Bridge opens up options for both sites.
- Mid Doors/Double Doors: A pair of doors on the CT side leading toward Mid. An important chokepoint for CTs trying to lock down the center.
- Window/Cubby: An overlooked position in Mid used for peeks into the Canal. A strong solo CT spot for early map control and information gathering.

- Canal/Lower Middle: The water-filled central area of the map. Connects to Bridge and multiple approach paths.
- Water: A lower area filled with water, running from Boat toward B Connector. Important for moving between Mid and A-Site.
- Boat: A water-filled area closer to A-Site. Named after a boat that appeared in earlier CS:GO versions of the map.
- Stairs: A descending path from Alley down into Boat and Water. The main T-side entry into the water section.
- Upper: An elevated passage connecting the T-side to Main. Relatively protected, allowing Terrorists to rush toward Boat via Drop.
- Drop: The drop-down point from Upper into Boat. Used to surprise opponents holding the lower area.
Other Anubis Key Callouts
Not every important position on Anubis sits on a bombsite or in Mid. Several key spots near T Spawn and CT Spawn come up constantly in communication. Ignoring them leaves your team with blind spots.
Here are the remaining Anubis callouts explained:

- CT Spawn: The Counter-Terrorists' starting point, positioned close to B-Site and centrally located for rotations to A.
- Beach: A large open area behind CT Spawn. Connects to B Tunnel and is mainly used for saving weapons at the end of the round.
- T Spawn: The starting area for the Terrorist team. Provides quick access to Alley (right) and Ruins (left), both of which also lead to Top Mid.

- Alley: A pathway immediately right of T Spawn that leads toward Top Mid and A-Site via Boat. A common choice for A rushes, as CT Mid players cannot hear the advance.
- Ruins: A small area and route between T Spawn and B Long, also granting access to Heaven and Top Mid. The easiest path for a B rush.


