Starting loadout
Every game of Buried starts with an M1911, the knife and frag grenades. In Processing, the First Room, the walls sell the M14 and the Olympia for 500 points each, and the LSAT waits on the catwalk above.
Every game of Buried starts with an M1911, the knife and frag grenades. In Processing, the First Room, the walls sell the M14 and the Olympia for 500 points each, and the LSAT waits on the catwalk above.
| Weapon | Cost | Location |
|---|---|---|
M14 | 500 | Processing, south wall (First Room) |
Olympia | 500 | Processing, east wall (First Room) |
B23R | 1000 | Gunsmith, right side of the wall |
MP5 | 1000 | Purgatory Point |
Claymore | 1000 | Candy Store, by the first staircase |
Colt M16A1 | 1200 | Outside the Saloon |
Remington 870 MCS | 1500 | Chalk, picked up next to Quick Revive |
PDW-57 | 1000 | Chalk, in the Gunsmith |
SVU-AS | 1000 | Chalk, in the Gunsmith |
AK-74u | 1200 | Chalk, in the Gunsmith |
AN-94 | 1200 | Chalk, in the Gunsmith |
LSAT | 2000 | Collapsing catwalk above Processing |
| Bowie Knife | 3000 | Saloon, halfway up the stairs, behind a barrier |
Galvaknuckles | 6000 | Chalk, in the Gunsmith |

Buried lets you choose where some wall buys go. Six weapons hang on the wall of the Gunsmith as chalk drawings, and question marks are painted on walls across town. Pick up a chalk, walk to a question mark and draw: the weapon stays there for the rest of the game.

PDW-57, AK-74u, SVU-AS, AN-94 and Galvaknuckles in the Gunsmith; the Remington 870 MCS on its own, next to Quick Revive.

Outside the jail, at the top of the stairs next to the first Mystery Box, left of Speed Cola, outside the Saloon, upstairs in the church, and next to the Remington’s spot.

Up to 1000 points per drawing, 2000 for the last one, doubled under Double Points.
A chalk takes the same slot as the key, the Booze and the Candy.
Given Candy next to the chalks, he draws them himself at random, but you get no points.

The LSAT sits on a catwalk above Processing. Sprint up the broken stairs and jump onto the ledge at the last moment: you have a few seconds to pay 2000 points before the catwalk collapses and drops you underground. It can be bought only once, so in co-op everyone should go up together. Pack-a-Punched, it becomes the FSIRT and earns FSIRT Against the Wall. It is banned on every First Room board.
6000 points, drawn from the Gunsmith chalk. One punch kills a zombie until round 14, and a Ghost until about round 16. They also hit the keys of the Bank to share points.
3000 points on the Saloon stairs. One-hit kills from round 1 to 9.

The wonder weapon of Buried, from the Mystery Box. Its cone of energy slows zombies until they fall apart, and it can turn them into crawlers.
A meter on the gun climbs while you fire. At 115, a nod to Element 115, it overheats and must cool to 100. Speed Cola and Vulture Aid ammo drops cool it faster.
Fire it at the ground and jump, and you float as long as you hold the trigger. It reaches rooftops and clears blocked paths, but not the maze hedges.
It can no longer kill zombies past round 70. It slows Leroy and the Ghosts but cannot hurt them; a Ghost under its beam cannot steal points.
The Pack-a-Punched version fires for about ten seconds before overheating, instead of six, and kills a little faster.

A golden block with a clock, from the Mystery Box, with a pocket watch as detonator. Throw it, and it shows the round it was planted on. Set it off, and everyone goes back to that round, wherever the bomb is. It is the only wonder weapon that kills nothing.
Every player’s perks, weapons, ammo, points and downed state, deposits and withdrawals at the Bank, the Weapon Locker, and the round itself.
Doors and debris opened, buildables, the Box’s position, Easter egg progress, Persistent Upgrades and power-ups lying on the ground.
Each planted bomb works once. A Max Ammo lets you plant another one. Only one player can hold it, and not with Monkey Bombs.
Rewinding to a lower round means the lower round is the one the scoreboard keeps.
Rewinding after the last Ghost drops its perk bottle gives a second bottle; rewinding after spending Bank money opens the map for free.
950 points a spin. It starts every game outside the General Store, and can also appear near Quick Revive, upstairs in the Courthouse, at two spots in the maze, upstairs in the Gunsmith, and in the room above Leroy’s cell.
It holds the Five-Seven (single and dual wield), KAP-40, Remington New Model Army, Executioner, SMR, FAL, MTAR, Galil, M1216, S12, Barrett M82A1, DSR 50, HAMR, Ballistic Knife, War Machine, RPG, Ray Gun, Ray Gun Mark II, Paralyzer, Monkey Bombs and the Time Bomb.

It debuted with Vengeance. On Buried it is as likely as any other weapon, where every other map makes it three times rarer, and several players can own one at once.

A revolver new to Buried, close to the Python but reloading all six rounds at once. Taken out of the fridge on TranZit or Die Rise, it becomes a Python.

Also sold by the Olympia wall buy for 500 points to players who hold the Ray Gun wall-buy Persistent Upgrade. That is the Ray Gun board of the First Room.
Leroy can move, lock or respin the Box with Candy: see the Leroy page. The Better Box Persistent Upgrade adds the Ray Gun Mark II, the Paralyzer and the Time Bomb to its favourable pool.