Learn Cache: What to Study, and in What Order
One stage. We document 67 described callouts on Cache and no grenade lineups, so the path covers the callouts and then stops rather than showing you empty rungs. Nothing here is scored, timed or rated.
The rule this order comes fromEach stage comes after everything its own data is written in terms of. A callout description names only the position itself. A grenade lineup names a callout at each end, so it is unreadable until you know those two places. A utility sequence names a list of lineups in throw order, so it is unreadable until you know those grenades. That is a dependency between the datasets, not a ranking of difficulty — nothing on this page is scored, timed, or rated.
On the map itself: Cache callouts & map guide · practice config for Cache
Stage 1 Learn the places first
Why it sits hereNothing else here can be read without this. Every grenade lineup below is stored as a pair of place names, and every utility sequence is stored as a list of those grenades — so the names are the vocabulary the rest of the map is written in.
A set — no order impliedA set, not a ladder. The shortlist is shown most-referenced first — how many of this map’s strategic datasets (control areas, AWP angles, clearing paths, plant spots) already name the position. That is a count of appearances, not a difficulty order, and learning them in any order is fine.
The area between B Halls, Checkers, and the site — the primary B entrance.
Key areaPost-plant position
The checkered-floor room connecting Vents and B Main — the pivot of every B-side fight.
Reached from a key areaPost-plant position
The stack of four boxes at the back of A site — the site's main cover and post-plant anchor.
Reached from a key areaPost-plant position
The standard A plant location, protected by the site boxes and visible from Main post-plants.
Bomb plant spot
The A bombsite between Quad, Forklift, and the Main entrance — open, with deep box cover.
Reached from a key area
The raised B bombsite, entered from B Main and Checkers with Heaven watching from above.
Reached from a key area
The room linking mid to CT Halls and CT spawn — the defence's central rotation hub.
Reached from a key area
The large connector between Truck and Hell — the CT superhighway between A, mid, and B.
Key area
These 12 are not the whole map. They are the positions that already appear in Cache's own strategic data — a control area, an AWP angle, a step in a clearing path, a plant spot or the position it is held from — so the shortlist maintains itself instead of being a fourth hand-written list. The other 55 described Cache callouts are all on the map page, and the radar there has a quiz mode for drilling them.
Where this path stops
The Cache path is one stage long. That is a statement about our data, not about the map.
- Then the utility you can throw aloneWe hold no grenade lineups for Cache, so there is no utility stage to show. An empty stage would read as a rung missing from a ladder rather than as the gap in our data that it is.
- Then the utility that needs somebody behind itWe hold no grenade lineups for Cache, so there is no utility stage to show. An empty stage would read as a rung missing from a ladder rather than as the gap in our data that it is.
- Last, the sequences that combine themA sequence is a list of lineups, and we hold none for Cache, so there is nothing for a sequence to be made of.
An empty stage would read as a rung missing from a ladder rather than as a gap in what we hold, so we leave it out and name it here instead. In the meantime, the Cache map guide carries the side strategies, key duels and pro-play context this path does not repeat.
How this order was decided
A learning order is an editorial claim, so it should be possible to check it. This one rests on a single rule, applied to data that was already here: each stage comes after everything its own records are written in terms of. Callout descriptions name only the position itself. A grenade lineup is stored as a name, a type, and two place names — where it is thrown from and where it lands. A utility sequence is stored as a list of lineup ids in throw order.
What this page deliberately does not do.It gives nothing a difficulty score, a skill rating, an estimated time or a point value. Those numbers look authoritative and are unfalsifiable, and the map data supports none of them — the lineup dataset's own difficulty field is documented as a mechanical judgement that says nothing about tactical priority, which is exactly why it is not used to order anything here.
Where an ordering could not be justified, none is implied. Inside the utility stages the lineups appear in the order the dataset stores them, and that is stated on the stage rather than dressed up as a progression. The two orderings that do appear inside a stage come from counts the data already holds: how many of a map's strategic datasets name a callout, and how many players a sequence says it needs.
Frequently asked
- What order should I learn Cache in?
- 1. Learn the places first. The order is a dependency, not a difficulty ranking: a grenade lineup is stored as a throw between two named places, so it cannot be read until you know the places, and a utility sequence is stored as a list of those grenades, so it cannot be read until you know the grenades.
- Why is there no difficulty score on this page?
- Because we could not defend one. A single number like "difficulty 7.4" would compress several unrelated things — mechanical precision, tactical value, how many players you need — into one figure with no method behind it. Instead every stage states the dependency that puts it where it is, and where we have no data-derived reason to order the items inside a stage, we say so and present them as a set.
- Why does the Cache path stop where it does?
- We hold no grenade lineups for Cache, so there is no utility stage to show. An empty stage would read as a rung missing from a ladder rather than as the gap in our data that it is. We hold no grenade lineups for Cache, so there is no utility stage to show. An empty stage would read as a rung missing from a ladder rather than as the gap in our data that it is. A sequence is a list of lineups, and we hold none for Cache, so there is nothing for a sequence to be made of.