CS2 Anubis Callouts: Complete Map Position Guide 2026
CS2 Anubis Callouts: Complete Map Position Guide

Anubis is a Counter-Strike 2 map with many transitions between upper and lower levels. Mid runs above Water, while several routes allow players to quickly switch direction between A and B.
Because of this, precise callouts are especially important. Instead of simply saying “one B,” it is much more useful to specify Gate, Pillar, or Back Site. The same applies when attacking A - Main, Heaven, or Fountain gives your team much more useful information.
This guide covers the main Anubis callouts that will help you navigate the map faster and give your teammates accurate information.
Main Areas of Anubis, T Spawn, Alley, and Ruins, B Long and Gate, B Site Callouts, Top Mid, Bridge, and Double Doors, Water, Stairs, and Arches, Main and the Route to A, A Site Callouts, CT Spawn, Street, and Cave, Which Anubis Callouts Should You Learn First?, How to Use Callouts Correctly on Anubis, How to Learn Anubis Faster
Main Areas of Anubis
The map can roughly be divided into several main routes:
T Spawn, Alley, and Ruins — the starting routes for Terrorists;
B Long and Gate — the main path toward B;
Top Mid, Bridge, and Double Doors — the central route;
Water, Arches, and Boat — the lower section of the map;
Main and A Connector — the main approaches to A;
Street, Cave, and CT Spawn — defensive rotation routes.
Mid and Water are especially important. Through these areas, players can quickly switch from one side of the map to the other and set up split attacks on either bombsite.
T Spawn, Alley, and Ruins
Terrorists begin the round at T Spawn.
Nearby is Alley, which provides access toward Water, Mid, or B. Another important area is Ruins, which connects the T side with B Long and Top Mid.
The main callouts here are:
T Spawn — the Terrorist starting area;
Alley — the passage near T Spawn;
Ruins — the area before B Long;
Top Mid — the beginning of the central route;
Heaven — the elevated position near Ruins.
This Heaven is located on the B side of the map and should not be confused with the Heaven position near A Site.
B Long and Gate
The main direct route toward B runs through B Long.
Just before the bombsite is Gate - the large archway where the final push onto B usually begins.
Important positions in this area include:
B Long — the long approach toward B;
Gate — the arch before the bombsite;
Ivy — the position near Gate;
Corner — the close angle after exiting.
The difference between B Long and Gate is important for timing. A call like “three B Long” means the opponents are still approaching, while “three Gate” usually means the actual site hit is about to begin.
B Site Callouts
B has several pieces of cover located close to each other, so precise callouts are especially useful here.
The main positions are:
B Site — the bombsite itself;
Pillar — the pillar near the Gate exit;
Default — the standard bomb plant position;
Back Site — the rear part of B;
Ninja — a hidden position near Back Site;
E Box — a small enclosed area;
Palace — the passage between B and the central part of the map.
Pillar is one of the first positions players usually clear when entering through Gate.
Back Site and Ninja are deeper positions. If a defender remains unnoticed there, they can stop the bomb plant or catch attackers after the initial entry.
Top Mid, Bridge, and Double Doors
The central part of Anubis begins at Top Mid.
From there, players move onto Bridge, which runs above Water, and continue toward Double Doors. Beyond the doors is the main Middle area.
Key callouts include:
Top Mid — the beginning of Mid from the T side;
Bridge — the long upper passage;
Double Doors — the double doors before Middle;
Middle — the central area of the map;
A Connector — the route from Middle toward A.
Controlling Middle creates many options for the rest of the round. From here, players can move through A Connector, increase pressure toward B, or use the lower level of the map.
Water, Stairs, and Arches
Water is located below Mid and is one of the most important routes for changing the direction of an attack.
From the Terrorist side, players can reach Water through Stairs. From there, the route continues through Arches and Boat toward A.
The main callouts are:
Stairs — the stairs leading down;
Water — the central lower area;
Arches — the passage with arches;
Boat — the area closer to A;
Wood — the position near Boat;
Upper — the upper section;
Drop — the location used to move down.
A player spotted in Water can reach A through Main fairly quickly, so this information is especially important for the defense.
Main and the Route to A
The main Terrorist entrance toward A is called Main.
Nearby positions include:
Main — the primary entrance to the bombsite;
Headshot — the position behind the boxes;
Fountain — the area around the fountain;
Plateau — the space closer to A Connector.
Headshot should be called separately because a player in this position can be difficult to spot during a fast entry.
Fountain is another important position that attackers usually clear before fully committing to A.
A Site Callouts
On A itself, there are several key positions worth memorizing:
A Site — the bombsite;
Back Site — the rear section of A;
Heaven — the elevated position above the site;
Tunnel — the covered passage from the CT side;
Fountain — the area near Main;
Plateau — the space between Connector and the site.
Heaven is one of the strongest defensive positions on A. From here, a CT can control Main and part of the bombsite itself.
To avoid confusion with the Heaven near Ruins, players can call it “A Heaven” in voice chat.
CT Spawn, Street, and Cave
For the defense, most rotations pass through CT Spawn.
From there, players can move toward B through Street and Cave or rotate back toward A through Tunnel.
Main callouts include:
CT Spawn — the CT starting area;
Street — the long passage toward B;
Cave — the route between CT Spawn and B;
Sniper — the elevated position overlooking Gate;
Beach — a separate area near CT Spawn.
Sniper is especially dangerous during a B push because a player there can control Terrorists near Gate.
Which Anubis Callouts Should You Learn First?
Beginners do not need to memorize every position immediately. Start with:
B Long, Gate, Pillar, Back Site, Palace, Top Mid, Bridge, Double Doors, Middle, Water, Main, A Connector, Fountain, Heaven, and CT Spawn.
After that, you can gradually add Ivy, Ninja, E Box, Wood, Drop, Upper, Headshot, Plateau, and the remaining local callouts.
How to Use Callouts Correctly on Anubis
Information should be short and specific:
“Two B Long”
“One Gate”
“One Pillar”
“Bomb Water”
“Two Double Doors”
“AWP A Heaven”
“One Headshot, low HP”
If an opponent has already left the position, add the direction of movement: “Was Water, going Main” or “One Middle, moving Connector.”
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How to Learn Anubis Faster

The easiest way to learn the map is by memorizing the main routes.
For B:
T Spawn → Ruins → B Long → Gate → B Site
For Mid:
T Spawn → Top Mid → Bridge → Double Doors → Middle
For A through the lower part of the map:
Alley → Stairs → Water → Arches → Boat → Main → A Site
And through the center:
Top Mid → Bridge → Double Doors → Middle → A Connector → Plateau → A Site
Once these routes become familiar, the remaining callouts are much easier to remember as individual positions along the way.
On Anubis, it is especially important to know Middle, Water, and the approaches to both bombsites. These are the areas used for fast rotations and split attacks, so accurate callouts help the team react to enemy movement much faster.