Cache Callouts

Cache Callouts Directory
Showing 53 of 53 callout zones
Mid
Central area between A and B approaches; controlling Mid is the only way to pressure B on T side.
A Site
Bombsite A — plant area reached via A Main, Highway, or CT/Garage routes.
T Spawn
Terrorists’ starting area; routes lead toward T Main (A), Squeaky, and Mid.
A Long
Long approach to A site, parallel/alternate to A Main; alternative entry path with longer sightlines.
Squeaky
Squeaky door connecting T side to Mid/Checkers area; noisy doorway that reveals rotations.
Shroud
Shroud, also known as Boost Boxes, are the boxes in the corner of A Site, located between Squeaky and A Main. They are known as Boost Boxes as they can only be accessed by getting a boost from a teammate (or jumping from the top of squeaky door).
NBK
Named hiding spot on B site (after the NBK team); tucked anchor position for sneaky holds.
Quad
Four-box stack in Mid area used as cover and a common reference for Mid fights.
A Default
Default plant spot on A site near Default Box / Forklift; standard plant position for A executes and post-plant crossfires.
Forklift
Forklift cover landmark on A site; common post-plant position and crossfire reference.
Balcony
Elevated balcony/catwalk above A site approach; vertical reference for A defenders watching A Main.
Highway
Long lane on A side outside the building; used as a staging/rotation landmark on A pressure.
Default Box
Default Box refers to the boxes located on A Site, next to the red shipping container.
Truck
Truck cover on A site near default plant; strong cover for plants and post-plant holds.
CT Halls
The CT Halls callout spans a large area compared to other callouts for this map - it refers to the area between Truck and Hell.
CT Connector
CT Connector refers to the room that connects Mid to CT Hall/CT Spawn. A common spot for AWPers on CT at the start of the round.
White Box
White crate cover on B site used as a plant landmark and cover for post-plant fights.
Sand Bags
Sandbag cover stack in Mid (between Highway and Vents); reference for mid timing and crossfires.
Mid Roof
Mid Roof refers to anywhere on top of (on the roof of) the building between Vents and Sand Bags.
Vents
Vent passage from Mid into B site — the ONLY T-side route to B. Tight, loud, and heavily trapped by utility.
Cubby
Small cubby corner in Mid near Boost; close-hold spot for mid defenders.
Boost
Boost spot on A site (often near Site/Heaven) that grants elevation for surprise angles.
Checkers
Checkered-floor room adjacent to Mid/Squeaky; key mid-control landmark and CT peek spot.
Back Checkers
Back Checkers refers to the area behind the boxes at the back of Checkers.
Garage
Garage route on CT side of A; common rotation path and anchor hold position.
T Red
Red refers to the area on top of the red shipping container inside Garage.
Dumpster
Dumpster cover in Mid near Garage entrance; close-cover and timing reference.
B Halls
Hallway path from T side toward B site, parallel to B Main; rotation and flank route.
B Main
Main T-side entry to B site, between Sun Room and B Halls. Primary B-execute path on Cache.
B Main Boxes
B Main Boxes refers to the boxes close to where B Main leads on to Checkers, that CTs will often hide behind.
Sun Room
Bright room near A Main/Forklift area; common CT peek angle and T entry landmark.
Toxic
Yellow toxic barrel cover on B site; common anchor landmark and post-plant hold.
B Offen
B Offen is a less-commonly used call, but refers to the area between B Site and Hell, Checkers, and B Halls.
Pit
Pit refers to the dip next to the ramp on B Site.
B Ramp
B Ramp refers to the ramp leading onto B Site.
Headshot
Common head-height angle/box on B site used as a crosshair-placement landmark.
B Site
Bombsite B — plant area reached only from T-side Mid/Vents or CT-side Ivy/Z.
B Default
Default B-site plant position; most common B plant reference when coming through Vents.
New Boxes
This callout is for the area behind the tall gray boxes on the B Hall side of B Site.
Spray
This refers to the area behind the boxes at the back of B Site. Also known as Back Site, and Back Boxes.
Close Left
Close Left is the close left corner of B Site if you were entering from Hell (CT side). Terrorists will commonly hide here after a bomb plant to surprise CTs when they are retaking the site.
Heaven
Elevated CT-side overwatch position above B site, accessed via CT Halls. Key B-anchor / AWP angle covering B Main, B Halls, and Sun Room. (Sometimes called B Heaven explicitly.)
Blue
Blue is the area (next to the blue wall) under Rafters/Heaven.
Rafters
Wooden rafters/overhead beams visible from Heaven on B side; reference for vertical line-of-sight checks and boost spots.
Tree
Tree-trunk cover between CT Halls and Heaven on B-side approach; reference for CT Halls timing and pinches into B.
CT Spawn
Counter-Terrorists’ starting area; rotations lead to A (via Garage/Heaven) and B (via Z/CT).
T Truck
Truck is the area around (usually behind) the truck located between T Spawn and T/A Long.
T Boxes
Box cover on T-side B approach; staging cover for B entries from T spawn side.
Flash Window
Flash Window is the window that grenades can be thrown from Sun Room to B Site from.
A Main
Primary choke into A site from T Main; key doorway fought over with utility on every A hit.
Lockers
Locker cabinets along A Main; cover and reference position for A site approach.
Elektro
Elektro is the area between Truck, A Site, and Highway.
New Box
Single metal box outside A site near Quad and Forklift; common holding and boost position.