Palais Grenade Callouts in CS2

5 min readWinio Team
Palais Grenade Callouts in CS2

Palais takes Wingman to the rooftops of Paris, where a single grenade can decide the entire round.

The map was designed specifically for two-versus-two matches. It contains one bombsite, short rotations and several levels of elevation. Terrorists can pressure the site from the upper rooftops or choose a more controlled route through the lower part of the map.

Utility is especially powerful on Palais. One smoke can block a significant section of the compact bombsite, a Molotov can completely remove a protected defensive position and a well-timed flash can create enough space to plant the bomb.

This guide covers the essential de_palais callouts, smokes, flashes, Molotovs and HE grenades, along with practical utility combinations for attacks, retakes and post-plant situations.

What Is Palais in CS2?

Palais, also known by its internal name de_palais, is a community-created map for the Wingman mode.

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It was developed by Art Verina, Quoting and tchick. The action takes place on the rooftops of Paris near a historic museum and community garden.

Palais is defined by its vertical design. Terrorists can quickly reach the upper rooftop and gain a view over much of the playable area. However, dropping from the high ground may reveal the attack through sound, while returning to the roof during a post-plant takes valuable time.

The original Palais was first released through the Steam Workshop for CS:GO. Most of its textures and props had to be rebuilt when the creators moved the map to Source 2. The CS2 version was released on May 30, 2024.

Valve added Palais and Whistle to the official Wingman rotation on November 13, 2024. Basalt and Edin entered Competitive, Casual and Deathmatch in the same update.

Palais was removed from the official CS2 modes on May 7, 2025. The map can still be accessed through its Steam Workshop page or played on community servers using the required version.

How Wingman Changes the Game

Wingman features four players: two Terrorists and two Counter-Terrorists.

There is only one bombsite, so the defense does not need to split between A and B. Both CT players can immediately influence control of the site.

Losing the first duel is also much more dangerous than in a standard five-versus-five match. A single opening kill changes the round from a balanced situation into a two-versus-one advantage.

This makes every grenade more valuable. Utility on Palais can:

  • Isolate one of the two defenders.
  • Create a safe opportunity to plant.
  • Block a fast rotation around the site.
  • Force an opponent out of a protected position.
  • Create an opening for an immediate trade.
  • Hide movement between different elevations.
  • Delay the defuse during the post-plant.
  • Separate two opponents who would otherwise support each other.

In a five-versus-five match, an inaccurate smoke may only make the execute slightly more difficult. On Palais, the same mistake can decide the round.

Why Utility Is Essential on Palais

Palais is built around elevation changes, narrow passages and one compact bombsite.

The Terrorists receive early access to the upper section of the map. From there, they can collect information and prepare utility for the site.

The Counter-Terrorists do not always need to contest the first rooftop duel. They can fall back, preserve their grenades and focus on preventing the plant.

T-side utility helps solve several problems:

  • Remove a defender holding a long angle.
  • Hide the drop from the upper roof.
  • Clear close corners without a dry peek.
  • Separate the two CT players with smoke.
  • Plant the bomb under cover.
  • Establish a powerful elevated post-plant.

The CT side uses utility differently. The defenders want to delay the attack, identify the Terrorists’ route and keep at least one grenade for the final plant attempt.

Essential Palais Callouts

Palais was available in the official pool for a limited period, so its international callouts never became as standardized as the names used on Mirage, Inferno or Dust 2.

The same position may have several names on different servers. This guide uses simple terms based on the map’s visual landmarks.

The essential Palais callouts include:

  • T Spawn
  • Upper Roof
  • Lower Roof
  • Roof Edge
  • Stairs
  • Museum
  • Gallery
  • Garden
  • Scaffold
  • Rafters
  • Bombsite
  • Default
  • Boxes
  • Close
  • Back Site
  • CT Spawn

How to Practice Palais Grenade Lineups

You need a current Workshop version of Palais or a community server running the map.

After loading Palais, open the developer console and enter:

  • sv_cheats 1
  • mp_warmup_end
  • mp_roundtime_defuse 60
  • mp_freezetime 0
  • mp_buy_anywhere 1
  • mp_buytime 9999
  • sv_infinite_ammo 1
  • ammo_grenade_limit_total 5
  • sv_grenade_trajectory_prac_pipreview 1
  • sv_rethrow_last_grenade
  • bot_kick

sv_grenade_trajectory_prac_pipreview 1 activates the grenade preview camera. It shows the trajectory and final landing position.

sv_rethrow_last_grenade repeats your previous throw. This command is especially useful when testing flashes. Move to the opponent’s position, repeat the grenade and check how long the flash effect lasts.

The Workshop version of Palais continued receiving changes after the map left the official rotation. Later versions adjusted rooftop drops and several self-boost opportunities.

Always test a lineup on the exact build used by your server.

T-Side Smokes on Palais

The Terrorists use smokes to separate the two defenders and create a safe opportunity to plant.

A standard execute does not require every possible smoke. Blocking one long sightline and clearing the second defender with a Molotov is often enough.

CT Spawn Smoke

The CT Spawn smoke blocks one of the main defensive and retake routes.

Once it activates, the Terrorists can:

  • Drop from the upper position.
  • Clear the closest site angles.
  • Plant the bomb.
  • Move toward Roof or Garden.
  • Force a defender to push through smoke.

The grenade should land deep enough to avoid giving the CT player forward cover. A shallow smoke may allow the defender to step out at close range.

One Terrorist must continue watching the smoke after the plant. It remains a possible route for an aggressive push or retake flash.

Museum Smoke

A Museum smoke isolates the player inside the building and blocks their view of the site.

It is particularly valuable when the second CT is playing in an exposed position. The Terrorists can separate the opponents and take one duel before dealing with the Museum player.

Smoke does not clear the room completely. A defender may wait inside and appear during the plant. The player protecting the bomb carrier should watch the edge of the smoke.

Stairs Smoke

A smoke on Stairs blocks rotations between the upper and lower levels.

It can be used:

  • During a fast site execute.
  • Immediately after the bomb plant.
  • As part of a fake from Upper Roof.

The Stairs smoke becomes especially useful when one Terrorist plans to return to the rooftop. It makes reaching the elevated post-plant position more difficult for the CT side.

Back Site Smoke

The Back Site smoke removes a deep defensive angle and makes planting safer.

Its main disadvantage is that it creates a protected area for the defender. Once the site has been taken, the Terrorists must watch both edges or use a Molotov to force the CT out.

Bombsite Smoke

A smoke placed directly on the bombsite can create a hidden plant.

This option is useful during force-buy and low-economy rounds when the Terrorists want the additional money from planting.

One player plants inside the smoke while the teammate watches for a defensive push. The bomb carrier should avoid using the same planting spot in every round because the CTs may throw an HE or spray through the smoke.

Smoke for the Upper Roof Drop

A smoke near the drop hides the moment when a Terrorist leaves Upper Roof.

The grenade serves two purposes:

  • It prevents the defenders from seeing exactly how many players have dropped.
  • It reduces the risk of taking damage during the landing animation.

The second Terrorist can remain on the roof and establish an elevated post-plant position.

T-Side Molotovs on Palais

Molotovs can be more valuable than an additional smoke on Palais. Most defensive positions are confined, so fire forces the opponent to move immediately.

Close Molotov

Close should be cleared before almost every fast execute.

Throw the Molotov before the main flash. The entry player prepares for the defender to move out of the fire, while the support player remains ready to trade.

If the CT extinguishes the flames with a smoke, the Terrorists gain information about their probable location. An HE grenade or coordinated spray can follow.

Boxes Molotov

A defender behind Boxes can avoid the first flashes and attack during the bomb plant.

The Molotov either clears the position or forces the CT into the open. The entry player must be prepared for an immediate swing once the fire spreads.

Museum Molotov

The Museum Molotov is an alternative to smoking the room when the Terrorists want complete control.

It forces the defender to:

  • Leave the room.
  • Retreat deeper into the building.
  • Use a smoke.
  • Take a duel without reliable cover.

If one Terrorist throws the Molotov, the teammate should already be watching the exit.

Back Site Molotov

The Back Site Molotov removes a defender attempting to survive the opening utility.

It becomes particularly effective when combined with a CT Spawn smoke. The defense loses two sightlines and must fight through the remaining narrow route.

Stairs Molotov

Fire on Stairs prevents movement between the two elevations.

The grenade can support the initial execute or delay the retake after the bomb plant. During a late round, even a few seconds of fire may be enough to secure the win.

T-Side Flashes on Palais

Palais has enough vertical space for flashes to explode above the roof or central bombsite.

A useful flash should detonate when the entry player is already prepared to fight. Throwing it without an immediate peek gives the defenders time to recover and reposition.

High Site Flash

A high flash travels above the rooftop structure and explodes over the center of the bombsite.

It can blind players near:

  • Bombsite
  • Back Site
  • Garden
  • CT Spawn
  • The open section of Stairs

The entry player should appear immediately after the explosion. Waiting several seconds removes the advantage created by the flash.

Museum Pop Flash

A Museum pop flash should enter the defender’s view shortly before exploding.

It allows the Terrorists to clear the room without a slow dry peek. One player throws the grenade from safety while the teammate enters with the explosion.

Roof Drop Flash

The Terrorists can flash before moving from Upper Roof to the lower level.

The first player turns away and drops with the explosion. The second Terrorist stays above and covers the open positions.

This reduces the risk of the dropping player being caught in a crossfire.

Post-Plant Flash

A saved flash can be more valuable than a second grenade during the initial execute.

When the CT side begins the retake, the player on Upper Roof throws the flash over the site. The Terrorist near the bomb swings with the explosion.

T-Side HE Grenades

The compact layout makes HE grenades extremely effective on Palais.

Close HE

If the defense regularly holds Close, an early HE can deal damage before the first rifle duel.

The entry player then fights an opponent who has already lost part of their health.

Boxes HE

An HE behind Boxes works particularly well after a Molotov or smoke.

A simple combination is:

  1. Throw the Molotov behind Boxes.
  2. Wait for the defender to extinguish the fire.
  3. Throw an HE into the smoke.
  4. Have the second Terrorist watch for a push.

Default HE

A saved HE can stop or delay the defuse.

Do not automatically throw it after the first defuse sound. The CT may only be tapping the bomb to force a reaction.

Wait for a second attempt or combine the grenade with your teammate’s peek.

Standard Palais T-Side Execute

A reliable utility set includes:

  • CT Spawn smoke
  • Close Molotov
  • Boxes or Museum Molotov
  • High site flash
  • HE grenade for the post-plant

The roles can be divided as follows:

  1. The first player throws the CT Spawn smoke.
  2. The second prepares the Close Molotov.
  3. The first switches to a weapon and becomes the entry player.
  4. The second throws the high flash.
  5. Both Terrorists enter together.
  6. One player plants after the site is clear.
  7. The teammate returns to Roof or holds Museum.

The gap between the two players should remain small. If the entry player pushes alone, the defense may secure a kill and escape without being traded.

Fast Upper Roof Execute

The Upper Roof attack uses the T-side elevation advantage.

The execute requires:

  • A Roof Drop flash
  • CT Spawn or Back Site smoke
  • Close Molotov

The first player throws the smoke and remains on the roof. The second drops under the flash, clears Close and begins planting.

After the bomb is planted, the elevated Terrorist watches the site from long range. The player below controls Museum and possible pushes through the smoke.

The main risk is isolation. If the bomb carrier dies without a trade, the remaining Terrorist may have to defend the bomb alone from the roof.

Slow Museum Execute

The slower Museum attack is useful against a defense aggressively watching Upper Roof.

The Terrorists avoid the early rooftop duel and use:

  • Stairs smoke
  • Museum pop flash
  • Close Molotov
  • Late CT Spawn smoke

After taking the interior area, both players attack the bombsite from a shorter distance.

This route reduces the impact of an enemy sniper, but every close corner must be cleared together.

Upper Roof Fake

One Terrorist shows presence on Upper Roof by:

  • Creating footsteps.
  • Throwing the CT Spawn smoke.
  • Using a flash over the site.
  • Suggesting an immediate drop.

The second player quietly takes the lower route and enters once the defenders turn toward the roof.

The fake must create a real threat. One isolated smoke is unlikely to force experienced opponents to rotate.

CT-Side Utility on Palais

The CT side must use its grenades carefully. A Wingman team only has two players, so every wasted smoke or incendiary may be missing during the final plant attempt.

Early Upper Exit Incendiary

An incendiary can delay the fast drop from Upper Roof.

While the fire blocks the route, the defense can:

  • Take protected positions.
  • Check the lower route.
  • Prepare an HE grenade.
  • Establish a crossfire.
  • Collect information through sound.

Avoid using the same timing in every round. The Terrorists can wait for the fire to expire and execute after the defense has spent valuable utility.

HE Grenade on T Roof

An HE grenade can punish Terrorists grouped on the upper level.

The combination becomes more powerful when both CT players throw their HE grenades together. The damage may force the Terrorists to abandon the fast execute.

Defensive Bombsite Smoke

A smoke placed in front of the bombsite can delay an immediate plant.

The Terrorists must choose between:

  • Waiting for the smoke to fade.
  • Pushing through it.
  • Spending another flash.
  • Changing their route.

A late smoke is particularly valuable. If little time remains, it may prevent the plant completely.

Stairs Smoke

The Stairs smoke blocks movement between levels and can separate the Terrorists.

If one player has already dropped while the teammate remains above, the smoke prevents them from supporting each other. The defense can attempt to take two separate duels.

Default Incendiary

An incendiary on Default prevents the bomb carrier from immediately planting.

Save this grenade until the attack is confirmed. Throwing it too early allows the Terrorists to wait safely until the fire disappears.

Roof Counter-Flash

A CT can throw a flash above Roof before taking an aggressive peek.

One defender turns away and swings with the explosion. The teammate holds a deeper angle and prepares the trade.

This combination is strongest against Terrorists who remain on the roof with grenades in their hands.

Retake Flash

The retake flash should explode above the bombsite or behind the player watching the bomb.

Communicate the timing before throwing. One CT enters with the explosion while the second checks Upper Roof or begins defusing.

Standard Palais CT Setup

A basic defense should use two different depths.

One CT plays closer to the bombsite and watches the plant. The other stays deeper, controls the upper route and prepares supporting utility.

This setup provides several advantages:

  • One flash cannot blind both defenders.
  • The close player collects information.
  • The deeper CT can secure the trade.
  • The team can transition into a retake.
  • One smoke does not isolate the entire defense.

Standing together in the same protected position is dangerous. A single Molotov may force both defenders into the same sightline.

Aggressive Roof Control

The CT side can occasionally challenge the Terrorists for Upper Roof.

The setup can use:

  • A flash over Roof
  • An HE grenade for the expected position
  • Support from the second player

The goal does not always need to be an opening kill. The defenders can collect information, force the Terrorists to use grenades and fall back toward the site.

Do not repeat the same push every round. The opponents may prepare an anti-flash position and wait with their crosshairs already placed.

How to Retake on Palais

After the bomb is planted, the CT side must consider both levels of the map.

One Terrorist may remain near the site while the teammate watches the bomb from Upper Roof. If both CTs focus only on the plant, the elevated player receives an easy duel.

A structured retake can follow these steps:

  1. Identify the probable positions of both Terrorists.
  2. Isolate Roof or Museum with smoke.
  3. Clear the closest corner with a Molotov.
  4. Throw a flash above the site.
  5. Enter together.
  6. Tap the bomb and wait for a reaction.
  7. Commit to the full defuse only after controlling the dangerous angles.

Smoke on the Bomb

A smoke directly on the bomb allows a hidden defuse and forces the Terrorists to reveal their positions.

The CT inside the smoke does not need to commit immediately. A short tap may force the Upper Roof or Garden player to peek.

A defuse kit is extremely valuable in this situation. The second CT should watch for an opponent pushing into the smoke.

Upper Roof Smoke

If a Terrorist is watching the bomb from above, a smoke can remove their sightline.

The defense gains several seconds to clear the player near the site. The elevated route still needs to be watched because the Terrorist may push through the smoke.

Post-Plant Molotov

A Molotov forces an attacker out of a protected post-plant position.

Combine it with a flash whenever possible. One CT throws the utility while the teammate prepares to eliminate the moving opponent.

How to Play the T-Side Post-Plant

The Terrorists should not both remain near Default after planting.

A stronger setup uses two elevations:

  • One player controls the bomb from Upper Roof or Rafters.
  • The second stays near the site, Museum or Garden.
  • Both players can support each other’s contact.
  • The first duel can be traded immediately.
  • A saved grenade is used after the retake begins.

Upper Roof and Garden Post-Plant

The player on Upper Roof watches the bomb from above. The teammate in Garden controls Museum and Stairs.

If the CTs attack the lower player, the elevated Terrorist can trade. If the defense smokes Roof, the Garden player prevents an uncontested defuse.

Museum and Upper Roof Post-Plant

This setup forces the defense to check opposite directions.

The Museum player waits for contact. The elevated player avoids revealing their position until the defuse begins.

The Terrorists should not start separate duels at the same time. The first player needs to delay the opponents long enough for the teammate to enter the fight.

Saved Grenade for the Bomb

An HE or Molotov saved after the plant can win the round without a direct duel.

Confirm that the CT is genuinely defusing before throwing it. The first sound may only be a fake intended to force a peek or grenade.

Palais Utility for Low-Buy Rounds

The Terrorists can still secure plant money without a complete buy.

A simple force-buy plan includes:

  1. Smoke the bombsite.
  2. Throw a high flash.
  3. Have one player plant inside the smoke.
  4. Let the teammate watch the nearest entrance.
  5. Move to separate post-plant levels.

The CT side may respond with an HE grenade or spray toward Default. The bomb carrier should vary the planting location whenever the site allows it.

A low-buy CT team can combine two early grenades. An HE damages the players on Roof before the defenders push with pistols.

Learn the Utility, Then Read the Round

Palais rewards players who understand the purpose of their grenades.

A smoke should separate the defenders. A Molotov should remove a specific position. A flash should create an immediate entry opportunity, while a saved HE can decide the post-plant.

The same principles influence professional CS2. Map pools, side-specific performance, utility efficiency, player form and team coordination all affect the probability of winning a match.

Winio analyzes these variables across thousands of matches to show what the data says before the server decides the result.

Explore upcoming CS2 matches and data-driven predictions at** **Winio.

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