Story
Buried is part of the Aether Story continuity, featuring the Victis crew.

Call of Duty: Black Ops II · Aether era
A subterranean western town with a haunted mansion and shifting maze.
A diagram of how the areas connect. It shows routes and neighbours, not distances or shapes — it is not to scale.
Open route diagramMain Quest
Buried’s "Mined Games" settles the Maxis-versus-Richtofen struggle that has run since TranZit. Building the Guillotine beside the Saloon commits the game to Richtofen; building the Gallows by the Courthouse commits it to Maxis — the two share parts, so each match picks exactly one master. Both sides then charge orbs, raise a lantern, punch a cipher’s mine signs and shepherd a wisp before the shared fountain finale pays out every perk; a crew that has completed all three Victis quests on one side can then press the courthouse button and end the story. Original difficulty only, and strictly co-op.
Buried drops the Victis crew — literally, down a mine shaft — into an 1880s American frontier town sealed inside a cavern beneath Angola. Released in the Vengeance DLC, it is the third and final Victis chapter and, chronologically, the last map on the original Aether timeline: the Maxis-versus-Richtofen struggle that started over TranZit’s pylon gets settled here. The town (named Purgatory Point in later Black Ops 4 records) comes with a saloon, a haunted mansion, a shifting hedge maze, and a very large friend in a jail cell.
A plain power switch this time: it sits on the upper floor of the Candy Store near the Saloon. Drop through the tunnels from the spawn shaft into town, follow the painted white arrows upstairs, and throw it. The Turbine returns from TranZit but is not the map’s power source — it exists to drive the Subsurface Resonator.
A giant is locked in a cell by the first Mystery Box spawn — Arthur canonically, "Leroy" to most of the community. Take the key off the wall, open the door, and hand him the Booze from his cell, and he charges off to smash the debris barriers that gate most of the map. What you feed him decides what he does: booze sends him crashing through obstacles, candy makes him follow and fight for you — or fetch buildable parts, wrangle the Mystery Box, even draw wall-buys — depending on where he is standing when he gets it. He refuses, always, to enter the mansion.
The machine waits below the gazebo on the far side of the hedge maze — which means going through the haunted mansion, up to the secret bookcase, and across a maze that silently rearranges itself between seven layouts whenever nobody is watching. Arthur can clear the way to the grounds, and a Paralyzer pilot can simply fly over the debris.
The Paralyzer debuts here: a conical energy stream that suspends zombies mid-air before killing them, runs on an overheat meter instead of ammo, and — aimed at the ground beneath your own feet — lets you fly. The Vengeance DLC also added the Ray Gun Mark II to the Mystery Box of every Black Ops II map, its laser bursts punching through whole trains. And the Time Bomb is the strangest tactical in the mode: place it to save the game state, trigger it later to rewind every player, point and perk to that moment.
Seven machines: Quick Revive, Jugger-Nog, Speed Cola, Double Tap II, Stamin-Up, Mule Kick and the debuting Vulture Aid, which paints wall-buys and the Box through walls, makes zombies drop ammo and point pouches, and lets you hide inside the green stench cloud some of them die exhaling. Free Random Perk Bottles from the mansion’s ghost event can push you past the four-perk cap.
The mansion belongs to a ghostly mistress who multiplies while you are inside, floats faster than a sprint, and takes 2,000 points per touch rather than health while you can pay. Every few rounds the mansion windows light up: run the gauntlet, leave, and kill the last ghost, and a Random Perk Bottle drops for the team. A Ballistic Knife bullseye on the saloon dartboard starts a stranger ritual that ends with tipping a piano-playing ghost ten points for another free perk.
Alongside the returning Turbine, Trample Steam and NAV Table sit two new builds — the Subsurface Resonator, a turbine-driven shockwave emitter, and the Head Chopper. The map’s cleverest idea is chalk: carry a weapon outline from the gunsmith to any blank "?" wall and draw your own wall-buy, permanent for the whole game, worth a thousand points for the placer.
"Mined Games" resolves the trilogy’s standing choice. Building the Guillotine commits the game to Richtofen; the Gallows commits it to Maxis — the two structures share parts, so there is no doing both. Each side then runs its own gauntlet of charged orbs, a mansion-charged lantern, a punched cipher, an escorted wisp and a Time Bomb trick before the shared fountain finale pays out every perk. On Original difficulty only, and strictly co-op: Richtofen’s path needs four players, Maxis’s at least three.
At the courthouse tracker, a crew that has carried one master through TranZit, Die Rise and Buried can press the button and end the argument. Richtofen’s ending pours him into Stuhlinger; in the canonical ending Maxis takes the Aether, banishes Richtofen’s soul into a wandering blue-eyed zombie, and — revealed at last — turns his attention to reaching Samantha in Agartha, destroying the Earth to do it. The surface world the later story inherits is the one Maxis leaves behind here.
Buried is part of the Aether Story continuity, featuring the Victis crew.
Answers
No — the Buried main quest cannot be completed alone; see the quest page for the exact requirements.
Buried is a Zombies map from Call of Duty: Black Ops II, released Jul 2, 2013.
Last reviewed Jul 15, 2026. Spotted an error? Suggest a correction.
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