Not knowing CS Mirage callouts is, undoubtedly, bad manners in the world of Counter-Strike. This map is extremely popular and ranks, if not first, then definitely in the top three in every rating.
Many players have hundreds, sometimes thousands of matches on this map, which means they are well-versed in this location. To ensure they do not have a competitive advantage over you during the game, it is strongly recommended that you learn all the positions on the map down to the most minor details.
BloodyCase will help you do this! Don’t worry, it’s not difficult at all. This map is easy to learn. First, we will look at how the location is divided into major zones, and then at the details. We hope this article will be helpful to you. Let’s get started!

Key Zones of Mirage Callouts
As promised, let’s start analyzing the CS2 callouts Mirage by looking at the prominent positions on the map.
- A Site – This is the bomb planting site. It is popular among players for two reasons. The first reason is its proximity to the terrorist spawn. This feature helps to conduct fast rounds. The second reason for the popularity of point A is that it is easier to capture than point B. There is more variability here. In addition, it is easier to throw grenades on site A than on the opposite site.
- B Site – As mentioned above, B site is significantly less “in demand” among players. Many counter-terrorists sometimes even argue over who will play here, as nothing interesting usually happens in this location. It is not uncommon for a B site defender to do nothing for 4-5 rounds and just watch what happens on A site via the minimap.
- Middle – The central part of the map which literally magnetizes snipers. This is understandable. There are long open spaces where you can best use a sniper rifle. After reaching the middle, you can equally effectively attack any of the points since they are equidistant, and the algorithm for capturing a plant is not too different.
- T-Spawn – This is where terrorists spawn at the beginning of the round. As already mentioned, this location is very close to A site, which creates excellent opportunities to attack the site right away if the terrorists plan to play a fast round.
- CT-Spawn – By the same logic, this is where counter-terrorists spawn at the beginning of the round. From the spawn, reaching both A and B sites is equally quick.
These CS2 Mirage map callouts should be learned first. This can be done even without entering the game by looking at a tactical image of Mirage.
All CS2 Mirage Callouts
Significant locations on the map are divided into smaller ones. Knowing them is extremely useful during the game. Hearing a single word in voice chat during a match, you can instantly move your crosshair to the right place and be ready for a firefight with the enemy.
In this case, simply studying the map image is not enough. These locations are best learned through practice. The faster you understand where the enemy is, the higher your chances of success in each round and the game overall. Remember: Counter-Strike is a game where a fraction of a second can decide everything.
- CT Spawn – This is where the defending team spawns at the start of the round. Here, players can buy weapons before the game begins. The position is entirely safe from all sides, so there is no need to worry about immediate threats after spawning. The danger only arises when you move toward one of the sites.
- CT/CT Stairs – A slight elevation that allows defenders to access site A. For terrorists, this is one of the Mirage CS2 callouts they use when they want to push defenders or find a CT player trying to save their weapon for the next round, realizing that winning this round is impossible.
- Trash/Trash Can – A position located right next to the exit from CT spawn toward site A. The advantage of this spot is that a defender can jump onto this trash can and get an excellent overview. This is especially useful for snipers. They can eliminate an enemy as soon as they reveal the first pixels of their game model.
- Ticket Booth/Ticket – Another position on site A that snipers love. From here, you can fire and hide from return bullets during reloads. Additionally, jumping onto the box can counteract an enemy smoke grenade since you will be positioned above the smoke. At the same time, it will be difficult for attackers to spot you.
Once again, this position allows you to take cover behind an object while reloading or after being spotted. - Firebox – A small, tricky position on site A that allows not only for shooting but also for setting up ambushes for enemies. This is its advantage, but there is also a disadvantage. Terrorists only need to throw a single Molotov cocktail to force the enemy out of this comfortable position. This is precisely why this spot got its name.
- Default – These are the boxes on site A where terrorists plant the bomb. One of the boxes has an “A” written on it. So, this is one of the easiest Mirage callouts CS2 to remember. The disadvantage of this position is in its name. After an enemy calls out “default” in voice chat, everyone immediately knows where to aim to eliminate you.
- Vent – A small opening through which a counter-terrorist can access the window on mid at the very start of the round. Snipers most commonly do this. Before passing through the vent, you must break the metal barrier. This can be done with a shot or a knife. Of course, you could also use a grenade, but why?
- Sniper’s Nest – This is the window on mid from which a defender’s sniper has a great view of the entire middle. To safely pass through the central part of the map, terrorists are strongly advised to throw a smoke grenade into the window. Otherwise, the round may end very quickly for several attacking players.
Important point: in CS:GO, the smoke grenade tactic worked very well, but in CS2, things have become more complicated. The defender’s sniper can simply throw an HE grenade, dissipating the smoke. This is a mechanic that has appeared in the new version of the game. - Jungle – A position located next to Connector. It is near the window in the middle. A CT player must break the vent and turn right to reach this spot. A terrorist may need a teammate’s help to get here: an ally can boost the player into the window. Skilled players know how to jump in alone, but it is a very tricky maneuver.
- Stairs – This is the stairs located on site A. It is one of the most critical Mirage map callouts CS2 for defenders holding this site. The reason is that from here, they can control multiple positions from which terrorists might come out: Palace, Ramp, Connector, and Jungle. In other words, this is a kind of “hub” for counter-terrorists. It should never be ignored when assigning team positions.
- Connector – A short corridor that connects the middle of the map with site A. Terrorists can use it to attack the site. Defenders can rotate through it if there is a threat of a bomb being planted on site B.
- Mid – The central part of the map, where almost all players are in full view. Having recaptured the mid from the enemy, you can freely choose where to move next. CT players must control this point. Terrorists can ignore it, immediately capturing one of the sites, without using the mid in a particular round.

- Boost – Remember we mentioned that a terrorist needs a teammate’s boost to enter the window? That boost happens at this spot. It is located right next to the mid window.
- Ladder Room/Ladder – A ladder that allows terrorists to move from Short B directly to the window position in mid. However, doing this silently is almost impossible.
First, the metal barrier must be broken. Second, you must jump from a great height to reach the window position, making noise that counter-terrorists can hear from many positions near Connector. However, some skilled players have learned to jump silently using the game’s mechanics. - Market – Playing as CT, you will reach this area if you move from your spawn towards site B. Learning this position is straightforward: there is a cash register, shelves with goods, and other store-related attributes.
- Window – You can access site B through a large window from the Market position. Initially, it is blocked by wooden elements. This means that a terrorist has to make a noise to get through. However, this rarely becomes a problem, as counter-terrorists usually break the barrier at the start of the round before taking control of plant B.
- Door – If you are a more well-mannered player and prefer classic doors over climbing through windows, this option is for you 😊. These doors also connect Market with site B.
Before leaving Market, getting information from your teammates about what is happening on B is recommended. Otherwise, you risk becoming an easy target: the window and door are closely watched by defending players. - Empty – A pillar on site B. It is located right near the exit from the Doors. It is a tricky position where a defending player can set up an ambush for attacking players.
- Bench – This is a bench located on B. It is positioned behind the area where terrorists need to plant the bomb. This position has an alternative name: Forest. This refers to a legendary Counter-Strike player who liked to play here.
- Van/Car – This is a van located near plant B. It is positioned directly across from the exit of B Apartments. Defending players often use this position to set up ambushes or control Apartments. In the second case, a defender simply jumps near the van to check if terrorists are heading toward B.
- B Site – This is the area where attacking players plant the bomb. The counter-terrorists’ task is to prevent this from happening or to defuse the bomb after it has been planted.
- E Box – This is a box located on site B. It is the closest to the Market window. A defender can use this position to set up an ambush. Terrorists often do not expect resistance from this spot.
- T Spawn – The place where terrorists spawn at the beginning of the round. Players spawn in a slightly different position (a few meters apart) each time. The exact spawn position of team members can influence the strategy they decide to use for the round.
- Side Alley – If you play as an attacker and decide to reach Mid from your spawn, you will pass through Side Alley.
- House – To go to Mid, you need to turn left in Side Alley But, if you turn right, you will go up a small staircase and enter a house. This is one of the easier Mirage CS2 map callouts, which does not have a unique name. After all, a house is just a house.
- TV – Walking a little further inside this house, you will see a TV. That is exactly what this position is named after.
- Back Alley – After exiting the house, you will find yourself in an open area. This area is called Back Alley. You can throw many grenades from here to set up a well-prepared entry into site B.
- B Apartments/B Apps – We continue our journey from T Spawn: suppose you have passed House, you have passed Back Alley. After this, you will see the entrance to the building in front of you. It is called B Apartments. If before this, you could move forward without much fear, in B Apartments the danger zone begins. Defenders can throw grenades here, for example.
- B Plat – Inside the apartments, there is a flat and long platform that leads to the exit to site B. Right at the exit, you must be ready because the action is about to start!
- Top Mid – The central part of the map is an uneven surface. Closer to the Connector, it is low. The farther from the Connector, the higher it gets. The highest point is called Top Mid.
- Mid Boxes – At Top Mid, there are boxes where terrorists can take cover while capturing the central part of the map. If these boxes, which allow hiding from enemy bullets, did not exist, it would be completely unfair. 😊
- Chair/Delpan – It is an unpleasant position for defenders because a terrorist who has come out to mid can hide here and draw attention to himself. They cannot be killed from afar since they are behind cover. You have to get closer and engage in close combat. An alternative option is a fire from a CT player coming out to Short B (from there, the player on the chair is visible). But in this case, the defender creates a threat for themselves from mid.
- Catwalk – If terrorists have come out to mid and want to move to site B, they need to pass through a long passage called Catwalk. Before doing so, covering the connector with smoke is strongly recommended because a sniper (and not only) positioned at site A could send a plumbeous greeting.
- B Short – After passing through Catwalk, heading towards site B, terrorists turn right and enter a short path called B Short.
- Arches – This is the final stretch before site B if you used Catwalk and B Short for your approach. Before entering the site itself, there are two arches.
- Underpass – While in mid, you can approach the window where the enemy sniper is usually positioned and turn right. You will see a long underground passage called Underpass.
- Palace – Moving to Bombsite A. Palace is the equivalent of the Apartments on site B (a building located on an elevated position). By jumping out of here, terrorists can land directly on site A.
CTs, in turn, can surprise attacking players by climbing up to the Palace and facing enemies there, especially since columns here allow for a quality ambush. - Pillars – These are the columns we mentioned above. The fight in the Palace becomes a lottery for both sides. Who spots the enemy first and opens fire is usually the one who wins.
- Balcony – If terrorists pass through the Palace and move towards site A, the last point before the plant itself is the Balcony. A very dangerous position, as it usually attracts significant attention from defenders.
- Shadows – A sneaky position located directly under the Balcony. This is one of those Mirage map CS2 callouts that must always be checked. A single hidden defender can ruin the entire attacking round.
- T Roof – An elevated area near T spawn on the way to Bombsite A. Attackers often use this spot for throwing grenades because it gives a great lineup.
- A Ramp – A location connecting T spawn and site A. Since this position is very popular among terrorists, many grenades are often thrown here at the start of the round. This is how defenders try to disrupt a potential fast attack round.
- Tetris – Boxes located after exiting the Ramp. A defender may be positioned on or behind Tetris, so attackers pay close attention to this area.
- Sandwich – The position that is behind Tetris. This location is called so because there is a stone elevation behind it. So, the player positioned here is in a secluded corner between two big obstacles. This is where the name Sandwich comes from.
- A Site – This is the general name for plant A, where terrorists need to use the bomb as one of the ways to win the round. Accordingly, the defenders’ task is to prevent this from happening or to defuse the bomb before the timer runs out.
How to Learn Mirage Map Callouts in CS2
Everything is simple: first, pay attention to the theory, then move on to practice. There are two types of preparatory practice. The first is running around an empty map and studying its minor areas. The second way is to enter a match with one or more friends. They will help you navigate the map. Be sure: after a few matches, you will know the positions on Mirage perfectly because they are very easy and intuitive to learn.
Do not enter a match without knowing the positions. First, you will not get any positive emotions because you will be easily and quickly killed. Second, you will ruin the game for your teammates. Who knows, maybe for some of them, their win rate on Faceit is very important?
CS2 Mirage Map Tips and Tricks for CT and T Sides
For CTs
- First, always throw a smoke or incendiary grenade on the Ramp after the round starts. Terrorists often use the tactic of a fast round with this position so you will disrupt their plans.
- Second, if you are a sniper, your priority location is the window in the middle. Here, you can shoot effectively and gather helpful information for your teammates.
- Third, do not push the ramp too often. This is a habit of players who hunt for frags. Practice shows that such actions usually lead to an entry frag for the enemy.
For Terrorists
First, do not use the ramp push tactic too often. This is an obvious maneuver that is relatively easy to counter, even for players who are not very experienced.
Second, remember about throwing grenades, especially if you are going to B (for example, Molotov on Van).
Thirdly, go to mid only if you throw a smoke grenade into the window or at the start of Catwalk. Otherwise, you will often become easy prey for the enemy sniper.

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