Hours of operation
Saturday & Sunday: 10:00 am – 5:00 pm
Monday - Friday: 10:00 am – 4:00 pm
For group events and special occasions, we can provide off-hours play - just call us and we will do our best to accommodate your needs.
Birthday Party Package
Plan an unforgettable birthday party at Xtreme Park Adventures with Airsoft, Laser Tag, Paintball, Gel Blaster or Rock Climbing!
Airsoft Packages and Pricing
With all-day field entry and an unbeatable game selection, we offer tremendous value and fun for our guests.
Got a group? We offer discounted group pricing, and the larger your crowd, the better your deal!
CALL US for our SPECIAL PROMOS! – we run new ones every month!
Our Airsoft Packages
- Field Entry ALL DAY
- 1,000 BB's
If you have your own equipment you only pay the entry fee and the paint.
We offer specially-priced group tickets, up to 50% off in discounts! We offer airsoft discounts for military personnel, church groups, bachelor parties, and birthday parties. For detailed information, prices and tickets, please go to the DISCOUNTS section
Airsoft Field Fee $35
Includes all day access to the fields
$7 per bag of 1,000
$22 per bag of 5,000 of 0.20g
$26 per bag of 5,000 of 0.25g
1 Hour of Private Instruction
Don’t like playing with other people? We can make your event more private
$100 for groups of 10 or less
$150 for groups of 11 or more
$50 per additional hour
About Our Airsoft Fields near Apex
Xtreme Park Adventures has 50 acres near Apex dedicated to extreme sports and attractions, including our sprawling airsoft fields that offer the immersive combat that both beginners and advanced players will enjoy. With a selection of game options and full-day field entry, the fun lasts all day.
Our Airsoft Game Menu
Unlike most locations that play the same game over and over, we have a wide variety of games. Choose a short game for a few players or a long match for a large group, battle zombies or re-create a war zone – we’ve got something for everyone!
Objective: Captain Kaboozo is being hunted by Team Valkyrie with only a small group of fighters to defend him. The mission: Cpt. Kaboozo must either eliminate Team Valkyrie, reach the home base, or outlast the timer.
Directions: Instructors will designate a safe zone for Cpt. Kaboozo. Kaboozo and his group have three minutes in the field to take cover before the whistle goes and Team Valkyrie starts their mission. Kaboozo’s troops get one regeneration by touching Kaboozo. Neither Valkryie squad nor Kaboozo can regenerate.
Objective: Elimination game! Team Alpha launches a surprise attack on Team Bravo, and Bravo troops must locate and eliminate the invaders.
Directions: Bravo Troops begin at the center of a field. These warriors face each other in a small circle. Team Alpha spreads out in random locations around the field. Team Alpha has one minute to get into position while Bravo troops hold position until the whistle blows to begin the battle
Objective: Civil war elimination game.
Directions: Teams start back to back and walk 50 paces away. At the end, all fighters turn and face the other and the General gives the signal to Fire. Every player must shoot one time. Players may lean and duck to avoid fire, but can’t move their feet. Those who are hit leave the field, remaining players take one step closer, fire, repeat, until there’s one left standing.
Objective: Kidnappers have 15 minutes to sneak behind CIA defenses and grab the VIP. CIA agents must protect the VIP at all costs.
Directions: Two teams start on opposite sides of battle boundaries. CIA agents choose where the instructor may place the VIP, who can’t move unless a kidnapper is moving them. If a kidnapper is shot during extraction, they have to let go of the VIP. The VIP must be captured alive!
Alternative 1: If there is not an uneven number of people or no one wants to volunteer to be the VIP it can be done with a BOMB.
Alternative 2: Neither team knows where the VIP/BOMB is. They must secure the VIP/BOMB and return to their base with it.
Objective: Zombies must kill all Humans. Humans must hunt down and kill all Zombies “elimination style”.
Directions: Humans are identified with an arm band and get a three minute head start to hide. When the whistle blows, the zombies are on the hunt, and if a human is killed, they remove the armband and become a zombie. The zombie then leaves and regenerates from the original start point of the zombies or a specific designated area. Friendly fire counts as a hit! No Zombie can die more than twice. Zombies get two separate kills before they are dead.
Objective: Imperial forces must protect their field target from destruction. The Rebel Forces must invade and destroy the field target (any prop designated) by hitting it once.
Directions: Imperial forces enter the field 3 minutes before the opposing team and setup defensive positions around the field target. The game begins with the blow of the whistle/horn. The field target (to be determined by an instructor) must be visible, upright and placed by the instructor. The game ends once the target is hit or the time reaches its limit.
The Four Horsemen
Objective: The horsemen must survive and reach the safe zone before the time runs out. Archangels must stop the Horsemen at all costs. Game ends if one team is eliminated or if one or more horseman makes it through the safe zone.
Directions: Horsemen will start on the opposite side of the boundary area. Archangels will start across from them at the safe zone. The game will start at the sound of the whistle/horn. Horsemen can only be killed with headshots. Each player has only one life.
A Crazy Game of Poker
Objective: Earn the most points for your team.
Directions: This three-round game begins with players divided into four teams, each led by a captain. Team captains bid for how long they can hold their base. The team with the highest proposed time will attempt to hold the base. If an opposing team gets the flag, time stops and the attacking teams divide points. Defenders have one life only.
Capture The Flag
Objective: Capture the flag in the center of the battlefield and take it to the opponent’s base.
Directions: Two equal teams start at their base. At the sound of the whistle/horn the game begins. The opponent team does not have to be completely eliminated to win. Once that flag is place on the opponent’s base you win the game.
Alternative 1: You can play with unlimited or numbered spawns.
Alternative 2: Each team gets a medic for every 10 players per team. Once you are hit you must stay where you are until a medic rescues you (you can choose anywhere from 0 – 30 seconds for a medic to rescue you, this has to be predetermined before game starts). If a medic is shot, he loses “medic” status and can no longer heal other players. He may be healed by another medic and become a regular player.
Bomb Da Base
Objective: Terrorists must eliminate the police force or plant the bomb. The police force must prevent the bomb from being armed or eliminate the terrorists.
Directions: Terrorists will start by carring a bomb and must plant the bomb at one of two targets within the battle boundaries. Both targets will be identified to all players by the instructor. Both teams will start on opposite sides of the battle boundaries. Game will start at the sound of the whistle/horn. If a player carrying the bomb is shot he must drop the bomb where that player stands. Police force may not touch the bomb. The bomb will be considered armed when an instructor observes a player with the bomb holds the bomb in one of the targeted area for 20 seconds.
Fall & Rise
Objective: Team Tango must raise the flag while Team Echo must bring it down. en time is up, the team with the flag raised/lowered wins.
Directions: Both teams will start at the opposite end of the battle boundaries at their base. A flag will be in the center of the battlefield. Teams will have infinite re-spawns at their base. Any player touching his base is invincible (to prevent spawn trapping). Bases will not be in view of the flag.
Alternative: No Re-spawns
Objective: Elimination, last man standing.
Directions: Select one player to be Juggernaut. That player is identified by an orange vest and starts at the center of the field. You can shoot at the Juggernaut to scare and make him/her hide but will not be eliminated. Juggernaut can’t RUN must only walk. All other players are given 1 minute to spread out through the battle boundary. At the sound of the whistle/horn the game starts. Juggernaut will eliminate every one. Last man standing other than the juggernaut is declared the winner.
Alternative: Team Xtreme against the Juggernaut. If team Xtreme is able to lower the flag Juggernaut loses.
Objective: Captain America has been tasked to drive his convoy through hostile territory. Him and his troops must follow directly behind the instructor until he reaches his destination. The Xtreme assassins must assassinate Cpt. America at all costs. If Captain dies, his team loses. But if he is able to make it to his final destination, his team wins.
Directions: The assassins are given the information to set up the ambush and have three minutes to take position. When the whistle blows, Captain America and his troops must follow the instructor. They are not allowed to pass the instructor or fall more than 20 feet behind him.