Starting loadout
Every game of Town starts with an M1911, the knife, two frag grenades and 500 points: exactly the price of either rifle on the street walls.
Every game of Town starts with an M1911, the knife, two frag grenades and 500 points: exactly the price of either rifle on the street walls.
Three of the five wall weapons are in the street, the First Room; the two others are behind a door.
| Weapon | Cost | Location |
|---|---|---|
M14 | 500 | Street: bank wall, next to a window by the side door, across from Stamin-Up (First Room) |
Olympia | 500 | Street: next to the entrance of the Rare Book Store (First Room) |
Semtex | 250 | Inside the Rare Book Store, across from the alley (First Room) |
MP5 | 1000 | Upstairs in the Juggernog house, behind a 750 door |
Galvaknuckles | 6000 | Inside the bar, at the foot of the stairs, behind a 750 door |

The classic opener. Bought after round 1, it carries a solo player through the first three or four rounds with headshots.

A double-barrel shotgun. Once upgraded into the Hades, guides give it a one-shot kill until about round 24 and two shots until 30, with ammo always at hand.

Sticky grenades that replace your frags. As strong as frags until about round 10, then weaker. The only killing tool the Semtex category keeps besides the two rifles and the pistol.

The usual points gun of the early rounds, bought with Juggernog in the same room.
A melee weapon that kills in one punch until round 14, and faster than the knife.
950 points a spin, on one of two spots: the back alley next to Double Tap, in the First Room, or upstairs in the bar. Its pool:
| Type | Weapons |
|---|---|
| Pistols | Five-seven, Five-seven Dual Wield, KAP-40, Python, Executioner |
| Submachine guns | Chicom CQB |
| Assault rifles | SMR, FAL, M8A1, Type 25, MTAR, Galil |
| Shotguns | M1216, S12 |
| Sniper rifles | Barrett M82A1, DSR 50 |
| Light machine guns | HAMR, RPD |
| Launchers | War Machine, RPG |
| Special | Ballistic Knife, Ray Gun, Ray Gun Mark II (with Vengeance) |
| Equipment | Monkey Bomb, EMP Grenade |

The strongest gun of the map once upgraded, and the one high-round players hunt in the Box.

Draws the horde away, the way out of a corner or the time to reach Juggernog after a down.

Freezes the zombies caught in the blast until something wakes them up. It also shuts down perk machines and the Pack-a-Punch for a moment.

The machine in the lava pit upgrades any of these weapons from round 1, if you can stand in the lava long enough. Its place and price are on the perks and Pack-a-Punch page.