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All about CS2 Anubis Callouts Guide

All the most key points related to CS2 Anubis Callouts

By James BrownPublished 12 months ago 6 min read

The brand new Anubis map in CS2 is taking the gaming scene by storm, completely transforming the way we think about competition. The whole experience feels like you've been whisked away to a wonder of the ancient world. This isn't your run-of-the-mill map design we're used to seeing. Anubis gives us an intricate battlefield with layers upon layers, really pushing us to think outside the box when it comes to tactics. The blend of old world architectural style with zones designed for strategic battles really sets this gaming experience apart.

To help get a feeling of what sets it apart, here are some of its defining features:

Structural Design:

  • Elaborate architecture inspired by antiquity
  • Varying elevation levels
  • Complex terrain
  • Unique line-of-sight obstacles

Strategic Significance:

  • Rewards imaginative positioning
  • Promotes unconventional tactics
  • Necessitates advanced teamwork
  • Challenges established gameplay mechanics

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Potential for Deception:

  • Hidden archaeological alcoves
  • Unexpected architectural angles
  • Ambush locations
  • Low-visibility strategic areas

Advantageous Positions:

  • Elevated ancient structures
  • Unconventional climbing paths
  • Tactical vantage points
  • Unexpected positioning opportunities

Disruptive Pathways:

  • Non-traditional approaches
  • Innovative flanking maneuvers
  • Psychological warfare opportunities
  • Subversion of expected movement patterns

CS2 Anubis Callouts Guide

  • T Spawn—this is a large area at the bottom of the map. From here, players can go right to Alley and then to bombsite A, or left to Ruins and then to bombsite B. Both paths also lead to Top Mid.
  • Ruins—this is a direct path to B Long and eventually B Site.
  • Heaven—this raised area on Ruins gives Terrorists a good view of B Long. They can catch Counter-Terrorists off guard if they push too far. Another name for this area is Catwalk.
  • B Long—Terrorists can enter bombsite B through this connector. It’s a spacious area, so the T team should be careful, even though it’s close to Spawn. Counter-Terrorists can quickly reach B Site and might choose to be aggressive on B Long.
  • Ivy—this is a small corner where Terrorists can gather before going into B Site. They can wait here for Counter-Terrorist actions. Counter-Terrorists should check Ivy when they come into B Long. An incendiary grenade can help clear it out.
  • Gate—this is the entrance to bombsite B from B Long.
  • Pillar—after entering bombsite B through Gate, Terrorists might want to play it safe and hide behind the pillar on their right. This spot is also good for protecting the bomb after it’s planted. Counter-Terrorists should keep an eye on Pillar (or Right Pillar) when they enter the bombsite.
  • Corner—this is the actual corner on the left side of Gate. It’s somewhat hidden from where CTs come in.
  • Back Site—this corner on bombsite B is across from Gate, where CT players can hide. They won’t be seen from Gate. It’s also a good place for Terrorists to sneak to after planting the bomb.
  • Ninja—in this corner, Counter-Terrorists can hide and catch careless Terrorists off guard. This area is open from CT entrances but concealed from Gate and Connector.
  • B Site—the main area on bombsite B where players can plant the bomb.
  • CT Spawn—the Counter-Terrorist team starts their rounds at the top of Anubis.
  • Sniper—CT players can use this elevated spot to take headshots at opponents coming into bombsite B from Gate. Another common name for this place is Sniper’s Nest (similar to one on Mirage).
  • Cave—Counter-Terrorists use this passageway to quickly enter bombsite B (via Street).
  • Street—This area connects Cave to bombsite B. Snipers can see B from Sniper’s Nest through Street. Using this path can be risky during a round, but it’s safe at the start.
  • Palace—The CT team can enter the building on the left from their spawn. They can sneak into bombsite B or head to Middle. This spot is good for rotating mid-round.
  • Beach—This large sandy area is right above CT Spawn. The callout for Beach is not often used since it’s far from the main action.
  • Tunnel—This is an indoor path that links Beach and A.
  • Heaven—After Tunnel, there’s a platform where CT players can watch bombsite A from above. They can also secure T entrances through Main and A Connector.
  • Back A Site—This dead end on bombsite A can be a hiding spot for players defending A Site.
  • Fountain—There’s a small pool of water raised above the rest of bombsite A. Players aren’t very protected here, but being in this spot can give them a quick edge since attackers have many areas to check.
  • Plateau—The entrance to bombsite A from Mid and A Connector is a large open space. It can be secured from Heaven and Fountain.
  • A Site—Terrorists can plant the bomb at the top of bombsite B, near a pillar.
  • Alley—T players enter this area by turning right from their spawn. From Alley, Terrorists can choose to go to Top Mid or head directly to A via Boat. Both options allow for flexibility, so they can rotate and keep their opponents guessing.
  • Upper—This passageway is mostly shielded from shots, allowing Terrorists to rush to Boat and enter through Drop safely. Another advantage of Upper is that it provides a view of Boat from above. Terrorists can split their efforts, making it easier to secure Boat: one from above (Drop) and one directly on Boat.
  • Drop—This area gives a view from Upper at Boat and lets players (mostly Terrorists) enter that space.
  • Stairs—Terrorists use these descending stairs to reach Water and Boat directly from Alley.
  • Arches—The arches divide the large water areas: Water and Boat. It’s a spot where Terrorists can decide to go right to Main and A or left to B and Middle, with the option to rotate to either bombsite.
  • Boat—This large open area leads to Main and bombsite A. It’s filled with water, so there are different callouts for it: Boat and Water. Using Boat helps players clearly identify it and avoid mixing it up with the Water/Canal callout.
  • Wood—Players can hide in this small area while waiting for rotating opponents.
  • Headshot—Counter-Terrorists might hide behind the boxes here to shoot at approaching Terrorists.
  • Main—This is the entrance from Boat to bombsite A. Terrorists use it as their main route to A, while A Connector is more for sneaky rotations.
  • Street—This connects Cave with bombsite B. Snipers can see B from Sniper’s Nest through Street. This path can be risky during a round, but it’s safe at the start.
  • Palace—The CT team can enter the building on the left from their spawn to sneak into bombsite B or head to Middle. This spot is good for rotating mid-round.
  • Beach—This large sandy area is right above CT Spawn. The callout for Beach is not often used since it’s far from the main action.
  • Tunnel—This is an indoor path that connects Beach and A.
  • Heaven—This platform is found after Tunnel. CT players can use it to watch bombsite A from above and secure T entrances (via Main and A Connector).
  • Back A Site—This dead end on bombsite A can serve as a hiding spot for players defending A Site.
  • Fountain—A small pool of water sits higher than the rest of bombsite A. Players here aren’t very protected, but their position might give them an edge since the attacking team has many spots to check.
  • Plateau—The entrance to bombsite A from Mid and A Connector is a large open area. It can be secured from Heaven and Fountain.
  • A Site—Terrorists can plant the bomb at the top of bombsite B, near a pillar.
  • Alley—T players enter this area by turning right from their spawn. From Alley, Terrorists can choose to go to Top Mid or head directly to A via Boat. Both options allow for flexibility, so Terrorists can rotate and keep their opponents guessing.
  • Upper—This passageway is mostly shielded from shots, allowing Terrorists to rush to Boat and enter via Drop safely. Another advantage of Upper is that it provides a view of Boat from above. Terrorists can split their efforts, making it easier to secure Boat: one from above (Drop) and one directly on Boat.
  • Drop—This gives a view from Upper at Boat and lets players (mainly Terrorists) enter that area.
  • Stairs—Terrorists use these descending stairs to get to Water and Boat directly from Alley.
  • Arches—The arches divide the large water areas: Water and Boat. This spot allows Terrorists to decide whether to go right to Main and A or left to B and Middle (with possible rotations to both bombsites).
  • Boat—This large open area leads to Main and bombsite A. It’s filled with water, so there are different Anubis callouts for it: Boat and Water. Using Boat helps players clearly identify it and avoid confusing it with the Water/Canal callout.
  • Wood—Players can hide in this small area while waiting for rotating opponents.
  • Headshot—Counter-Terrorists may choose to hide behind the boxes here to shoot at approaching Terrorists.
  • Main—This is the entrance from Boat to bombsite A. Terrorists use it as their main way to approach A, while A Connector is more for tricky rotations.

Anubis represents the pinnacle of tactical innovation in CS2, challenging players to transcend conventional gameplay approaches. Success requires a holistic understanding of the map's unique characteristics, combined with exceptional team coordination and individual skill adaptation.

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About the Creator

James Brown

Curious explorer navigating the intersections of technology, human connection, and knowledge. By day, I dive into code; by night, I'm lost in fictional worlds and endless learning.

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