Anubis Callouts: Complete Guide for CS2

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Anubis is one of the new competitive maps in CS2, designed with an Egyptian archaeological theme featuring temples and canals. The map’s unique design includes water areas, narrow corridors, and open areas, creating special tactical opportunities. Understanding the layout requires learning both traditional CS callouts and Anubis specific positions.

Anubis Callouts

The complexity of Anubis comes from its mix of elevation changes and unique architectural features. From Canal to Connector, from Temple to Bridge, precise callouts help teams coordinate across the map’s various levels and passages. That’s why our team has compiled a comprehensive list of every callout on the CS2 Anubis map – so you can quickly identify object locations and their names without any guesswork.

List of All Anubis Callouts

T Spawn Area

anubis positions
  • T Spawn – Terrorist starting position in the temple ruins.

Mid/Canal Area

anubis positions
  • Mid/Middle – The central area of the map connecting both sites.
  • Canal – The water-filled canal running through parts of the map.
  • Bridge – The bridge crossing over Canal.
  • Connector/Conn – The connecting passage between Mid and sites.

A Site Area

anubis positions
  • A Site – The bomb site with temple structures.
  • Heaven/A Heaven – The elevated position overlooking A Site.
  • Palace/A Palace – The palace structure on A Site.
  • Default – The default plant position on A Site.
  • Walkway – The elevated walkway on A Site.

B Site Area

anubis positions
  • B Site – The bomb site area.
  • Pillar/Pillars – The pillar structures on B Site.
  • Back Site/Back B – The back area of B Site.
  • Water/B Water – The water area near B Site.

CT Spawn Area

anubis positions
  • CT Spawn – Counter-Terrorist starting position.

Alternative and Regional Anubis Callouts

As a newer map, Anubis callouts are still being standardized. If you’re learning Anubis callouts cs2 for competitive matches, these variations exist:

  • Canal vs Water – Both refer to the water-filled areas.
  • Connector vs Conn – Shortened version of the same position.
  • Palace vs Temple – Some teams use different names for architectural features.

Pro Tips for Callouts on the Anubis Map

  1. Canal movement creates loud splashing sounds. Call when you hear water movement with approximate location and direction.
  2. Bridge provides crucial map control. Always call if Bridge is clear or contested as it affects rotation timing.
  3. Heaven on A has limited access points. Call when Heaven is smoked or taken to help teammates plan their positioning.
  4. Connector fights happen frequently. Be specific about which side of Connector you’re fighting on.
  5. Water slows movement significantly. When enemies are in water, call it immediately so teammates know they have time to rotate.
  6. Palace architecture creates multiple angles. Specify inside Palace, outside Palace, or Palace entrance for clarity.
  7. B Site pillars are numbered positions. Use consistent numbering with your team for fast communication.
  8. Mid to A timing is faster than Mid to B. Call Mid control with direction so teammates know which site faces pressure.
  9. Walkway on A provides unique height advantage. Always clear Walkway verbally during site takes.
  10. Back Site positions vary between A and B. Always specify which site when calling Back Site positions.

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