Mirage stands as one of the most balanced and strategically deep maps in Counter-Strike 2. With its mix of tight corridors, open bombsites, and multiple rotation routes, communication becomes critical. The map’s complexity means a single missed callout can cost you the round, while precise information can set up devastating plays.

Understanding Mirage callouts goes beyond memorizing position names. You need to know the difference between Palace and Ramp, when to call Jungle versus Stairs, and how to quickly communicate enemy positions across three distinct map areas. The SkinKings team examined the most common mistakes players make on Mirage and compiled a comprehensive set of CS2 Mirage callouts, strategic map plans, and exact position annotations.
List of All Mirage Callouts
T Spawn Area

- T Spawn – Terrorist starting position at the bottom of the map.
- T Stairs – The stairway leading from T Spawn toward Mid and Palace.
- T Ramp – The ramp from T Spawn leading to A Site through the Palace or Ramp area.
- Underpass/Apartments – The underground passage connecting T Spawn to B Apartments. Also called Underpasses or Apps.
Mid Section

- Top Mid – The T-side entrance to Mid from T Stairs. Where you first peek into Mid.
- Mid – The central corridor connecting both sites. Critical control point for map dominance.
- Window/Mid Window – The window room on T-side of Mid. Prime AWP position for controlling Mid.
- Connector/Conn – The passage connecting Mid to A Site. One of the most contested areas on the map.
- Catwalk/Cat – The narrow walkway on CT-side of Mid near Window. Also called Mid Catwalk.
- Ladder Room/Ladder – The room with ladder access from Mid to Window. Short for Short Ladder.
- Market/Market Door – The doorway from Mid leading toward B Site. Also called Market Doors.
- Kitchen – The room between Mid and B Site, past Market Door. Has kitchen-style counters.
A Site Area

- Palace/Pal – The two-story building providing T-side entrance to A Site. Also called Palace Doors.
- Ramp – The sloped walkway leading from the Palace area to A Site. Sometimes called A Ramp.
- A Site – The bomb site itself. Call specific positions for clarity during executes and retakes.
- Stairs/A Stairs – The stairway on A Site near Jungle. Common plant position and defensive spot.
- Jungle – The connecting area between A Site and Mid Connector. Critical for A Site defense.
- CT/CT Spawn – The area behind A Site where CTs can rotate from. Also called CT Side.
- Ticket/Ticket Booth – The small booth structure on A Site near CT. Good off-angle position.
- Default – The triple-stack boxes near Stairs. Standard plant position on A Site.
- Firebox – The boxes near Connector entrance to A. Named for the graffiti on them.
- Shadow – The corner area under the shadow of the Palace balcony. Sneaky position for CTs.
- Ninja – The corner behind the boxes on site near CT spawn. Common hiding spot for unexpected plays.
B Site Area

- Apartments/Apps – The two-story building providing main T access to B Site. Entered from Underpass.
- Balcony – The second floor of Apartments overlooking B Site. Key control position for T executes.
- Short/B Short – The shorter path from Market/Kitchen to B Site. Faster rotation route.
- Van – The white van on B Site. Common reference point for plants and positions.
- B Site – The bomb site. More open than A Site with fewer cover positions.
- Bench – The bench on B Site near the wall. Common plant position and cover.
- Pillar/Pillars – The stone pillars on B Site. Used for cover during plants and retakes.
- Back Site/Back B – The back wall area of B Site near CT spawn entrance.
- B Boxes/Site Boxes – The large boxes on B Site. Can be used for cover and boosting.
- Scaffolding/Scaffold – The scaffolding structure on B Site. Provides elevation for holding angles.
CT Spawn Area

- CT Spawn – Counter-Terrorist starting position. Central location for rotations.
- Mid to A/Connector – Already covered under Mid section. Key rotation path from CT to A.
- B Short to CT – The path connecting B Site back to CT spawn through Short.
Alternative and Regional Mirage Callouts
Some callouts have regional variations or historical names. If you’re learning Mirage callouts cs2 for competitive play, knowing these alternatives helps prevent confusion:
- Palace vs Pal – Both widely used. Palace is more formal, Pal is quicker in-game.
- Apartments vs Apps vs Apart – All refer to the same B-side building. Apps is the most common shorthand.
- Connector vs Jungle – Some players use these interchangeably. Technically Connector is the Mid passage, Jungle is the A Site corner.
- Underpass vs Under – Shortened version of the same location connecting T Spawn to Apartments.
- Market vs Kitchen Door – Market Door is the entrance, Kitchen is the room past it. Some call both Market.
- Bench vs Logs – Older players might call the bench area Logs from previous map versions.
Pro Tips for Callouts on the Mirage Map
To dominate Mirage in CS2 you need to grasp the flow of its three-lane layout and how positions interact. The Skinkings team analyzed how pro players play the map, summarized the strategies they recommend, and collected the practical Mirage lifehacks pros use in-game:
- Mid control information is crucial. Don’t just say Mid – specify Window, Connector, Top Mid, or Catwalk. Each position implies different threats and rotation timings.
- Palace has two levels. Call Upper Palace or Lower Palace to help teammates visualize enemy positions and plan utility usage.
- On A Site executes, specify which entrance enemies are using: Ramp, Palace, or Connector. This tells your teammates where to focus attention and utility.
- Apps/Balcony distinction matters for B defense. Balcony control means Ts can see the entire site, while Apps just means they’re staging.
- Call out Jungle/Stairs clears on A Site. These two positions are where CTs hide most often, and confirming they’re clear saves teammates time.
- When enemies push Mid, call the direction they’re moving: toward A through Connector, toward B through Market, or holding Mid control.
- Van plants versus Default plants on B require different retake approaches. Always specify where the bomb is down.
- Shadow and Firebox on A Site are sneaky positions. If you die to someone there, call it immediately so teammates can pre-aim it.
- Window room smokes change Mid dynamics completely. Call whether Window is smoked or clear when giving Mid information.
- During rotations, specify the route you’re taking: through Mid, through CT spawn, or through the site. This prevents teammate collisions and wasted utility.
More CS2 Callout Guide
| Map | Callout Guide |
| Ancient | Ancient Callouts |
| Anubis | Anubis Callouts |
| Cache | Cache Callouts |
| Cobblestone | Cobblestone Callouts |
| Dust 2 | Dust 2 Callouts |
| Inferno | Inferno Callouts |
| Nuke | Nuke Callouts |
| Office | Office Callouts |
| Overpass | Overpass Callouts |
| Vertigo | Vertigo Callouts |
