π― The core idea
AZ3 (the Nuclear Power Plant map, Delta Force's marquee new operations map for 2026's Season 10/Meltdown addition) is a huge three-zone map β west side, east side, and a central reactor core β built around a radiation meter that punishes greed: the longer you linger near contaminated containers and rooms, the worse your debuffs get, so surviving AZ3 is really about reading the reactor power level and radiation stages, knowing your side's extract options, and deciding how deep into the irradiated core area you're willing to push for the best loot locations. The tips and tricks below come straight from a launch-day deep dive, not guesswork.
- free costs nothing
- cheap small cost
- setup needs preparation
- grind pays off slowly
- skip the thing to stop doing
Quick answer: AZ3 splits into a west zone, an east zone and a central reactor core; your three side extracts, the paid extract and the flagship extract all sit on the opposite side from your spawn. Radiation climbs in marked rooms and containers β tier one is harmless, tiers two to four stack pain effects and wounds, and tier four stops decaying on its own until you reach a decontamination chamber or vehicle.
The basics: difficulty, entry value, and no signal-blocked zones
AZ3 has Easy and Normal difficulty, playable anytime with no map rotation restriction. Easy has no entry value requirement, so you can bring a knife or recruit gear set. Normal's entry value is 112,500 β identical to Zero Dam Normal. Both difficulties share the same 30-minute time limit; it does not shrink on Normal. Unlike Layali Grove, Space City, or most other maps, AZ3 has zero signal-blocked (blurred) areas on the map screen, so you can read the full map layout anywhere on it from the start.
Radiation: the map's headline new mechanic
Certain areas and containers raise your radiation level while you're in or near them. Radiation has four tiers. Tier one is actually mildly positive β you search containers slightly faster with minor visual effects. Above tier one, negative effects kick in: your character makes involuntary pain noises, you suffer short pain effects, and at higher tiers you can get wounds or fractures at random. Radiation naturally decays over time and can be reduced faster via a Black Site upgrade, but at tier four (maxed radiation) natural decay stops entirely β you must physically decontaminate at one of the map's decon rooms or from an NPC with a hose (which will also deal damage to you). Max radiation brings a temporary max-health debuff on top of the pain effects and fractures.
Black Site Decontamination Chamber upgrades
A new Black Site area, the Decontamination Chamber, has three upgrade tiers. Unlocking each tier requires finding AZ3-exclusive items and successfully extracting with them. Tier one cuts the delay before natural radiation decay starts from 15 seconds to 10. Tier two adds 20% faster radiation decay. Tier three pushes that to +50% faster decay and cuts the delay down further to just 5 seconds. Maxing this upgrade meaningfully changes how punishing AZ3's radiation system feels on repeat runs.
Map layout: west side, east side, and the central core
AZ3 splits into three broad zones. The west side holds the Spent Fuel Processing Plant, the Academy of Sciences, and the Emergency Thermal Power Station, all fully explorable and lootable, plus smaller surrounding buildings β you can loot heavily here while avoiding the core entirely if you choose. A railway track partially separates the west side from the core, crossable via gaps, an overpass, or stairs and a zipline. South of the core is a swimmable dock/water area (yes, there are sharks, yes it's radioactive, and there are secret caves and mysterious locked containers still being figured out by the community). The east side holds the Research Institute, Water Treatment Area, more docks, the Pressurized Water Reactor, and the Wastewater Storage Area in the far northeast, with some routes deliberately blocked requiring specific paths through.
The core: the Sarcophagus and reactor visuals
The central core area centers on the Sarcophagus, a concrete casing shuffled over an already-melted reactor on rails β a deliberate nod to the real Chernobyl sarcophagus. A separate, more conventional working reactor sits right next to it. Inside the non-covered side you'll find standard power plant rooms and a large turbine hall; further in, glass viewpoints let you see into the melted reactor core itself, with routes that let you actually climb down near it if you want to explore that closely (expect it to be a radiation hotspot).
The developers' choice to keep a normal working reactor directly next to an already-melted one is presented in the video as intentionally unsettling map flavor, not a gameplay bug.
Extraction: fixed, random, paid, and flagship options
Spawns work like Zero Dam: you spawn on either the west or east side, and your extracts are always on the opposite side from your spawn. Whichever side you spawn on gives you three side-specific extracts plus the universally available paid extract and the flagship mission extract. On Easy, two of your three side extracts are permanent (walk-in, 10-second timer, no player cap) and one is a bagless extract (requires dropping your backpack, also uncapped). On Normal, one of the two "permanent" extracts on your side instead becomes a random extract that appears at intervals (marked by green smoke) rather than always being available β the other stays permanent regardless of difficulty. All extracts are available from the start except the flagship mission extract, which only unlocks after you complete that mission.
| Extract type | Condition | Where |
|---|---|---|
| Side permanent | Walk-in, 10s timer, no player cap (one becomes a timed random extract on Normal) | Opposite side from your spawn |
| Side bagless | Drop your backpack to use it, uncapped | Opposite side from your spawn |
| Side random (Normal only) | Appears at intervals, marked by green smoke | Opposite side from your spawn |
| Paid extract | 10 KSC (Easy) / 40 KSC (Normal), 4 seats, 30s countdown | Universal, both sides |
| Flagship mission extract | Unlocks only after completing the flagship mission (~6-8 min) | Central core area, 2-minute countdown |
Keycard rooms and the 7 standard keycards
AZ3 has seven standard keycards. One is red β the Reactor Master Control Core card β with 40 durability (double the standard 20), because it opens two separate doors at the top of the main reactor control area. That means 20 uses on Normal or 40 on Easy given how durability consumption typically scales with difficulty. The other keycards are: the Turbine Control Room (also in the core, just above the reactor control doors); the Railway Passage (a shortcut door near the tracks with no bonus loot, purely for movement); the Spent Fuel Plant Server Room (west side); the Tokamak Data Center in the Old Academy of Sciences (upstairs, northeast corner); the Stellarator Control Room at the Stellarator Research Institute (downstairs, near the nuclear plant control panel); and the Pressurized Water Reactor Server Room (upstairs in the main reactor building, through a server room with a second loot room attached).
AZ3 pass keys: the bonus keycard system
Beyond the seven standard keycards, AZ3 has its own pass key system layered on top. Pass keys emit an audible beeping when nearby β if you hear unexplained beeping, there's a pass key somewhere close. Picking one up gives you a scanner device with a directional dot showing you the way to its matching door, plus an arrow indicating whether the room is above or below you. Each pass key only opens one specific door, and that door is always near where you found the key, so there's no point carrying one across the map hoping it fits elsewhere. Opening a pass key door sometimes reveals another, higher-tier pass key inside, letting you chain into additional bonus rooms in the same area.
The H1000 boss and special enemy containers
The new boss, H1000, spawns in the central core area near the Turbine Hall and announces himself with a voice line before rushing you, often attempting to two-tap headshots with a pistol. Killing him spawns another iteration almost immediately, and this repeats β you need three kills total before he's permanently dead, at which point he drops his gun and armor. Even the first and second iterations can drop pass keys and good loot, so it's worth searching him every time, not just on the final kill. A stun grenade or flashbang makes him much more manageable if you're caught off guard, especially playing solo. Like other special enemies on this map (shield bearers, water cannon enemies, snipers), killing H1000 gives you two separate loot containers to search β his normal bag and a special container that can contain new collectible poker cards or, rarely, a black keycard that opens any keycard door on the map for free that round (it cannot be extracted with).
H1000 doesn't always spawn in a given raid, but the video notes he's present most of the time when you enter the central core/Turbine Hall area β treat encountering him as the common case, not the exception.
Decontamination chambers and vehicles: how to clear radiation mid-raid
AZ3 has 12 decontamination chambers and 6 decontamination vehicles scattered across the map, separate from the Black Site upgrade covered above β and neither shows up on the main map overview until you're already close to one. A chamber is a small yellow tent-like booth, usually tucked beside industrial infrastructure (tanker trucks, generators, warehouse walls) rather than out in the open; once you're within roughly 35 meters it renders on your mini-map and HUD with a green diamond marker and a live distance counter. Some radiation consoles near chambers have a short cooldown between uses and will tell you if you pressed the interact prompt too fast.
The 6 decontamination vehicles patrol fixed routes between set areas rather than roaming randomly β commandeer one by walking up behind it and holding the interact prompt (F) for faster travel between radiation zones. Expect armed "Haavk Purification Soldiers" patrolling near both chambers and vehicles; clear the area before committing to a long interact animation at a console or chamber.
Exact chamber/vehicle positions and radiation drain rates aren't documented in official patch notes β this section is sourced from a dedicated AZ3 decontamination video (Dash, published 2026-07-02) rather than from this guide's own launch-day source, since it covers ground that source didn't.
Season 11 update: what actually changed on AZ3
AZ3 saw no radiation, extraction, or H1000 boss rework in Season 11 "Reorientation." Garena's own patch notes (launch Sept 8, 2026; balance patch Sept 17, 2026) list exactly one AZ3-specific line: a vegetation/visibility tweak in the Old Academy of Sciences area on the west side. AZ3 also picked up two feature tie-ins that aren't map changes β it's one of the maps included in the new Fishing minigame ("AZ3 - Easy") and one of the difficulty tiers for the new Polaris Patrol mode ("AZ3 - Normal"). The new MDR and Thompson weapons were added to the general Arsenal, not to AZ3 specifically. Everything else in this guide β radiation tiers, the Decontamination Chamber Black Site upgrade, spawn-based extracts, the 7 keycards and pass key system, and the H1000 boss β is unchanged from its Season 10 "Meltdown" launch.
Read next
- AZ3 keycard rooms: every card's cost vs contents
- AZ3 money and loot farming: no-risk knife and pistol runs
- Space City 2.0 map guide: water routes, docks and the Hudson boss
How this guide was fact-checked
Every mechanic and number in this guide comes directly from The Beard Guys' "AZ3 Power Plant ULTIMATE Beginners Guide" video, published 2026-06-30 (Meltdown/Season 10's exact launch day), cross-verified against 10 extracted frames of the actual in-game screens being narrated β including the difficulty-select screen confirming the 112,500 Normal entry value and 30:00 time limit exactly as stated, the radiation-marked container prompt, the Black Site Level Unlock Preview showing the precise Decontamination Chamber tier numbers (10s to 5s delay, +20% to +50% decay speed), the full map overview with every named area (Sarcophagus, Pressurized Water Reactor, Stellarator Research Institute, Turbine Hall) matching the narration, the extraction countdown UI, and the AZ3 pass key scanner device. Delta-force.fandom.com's AZ3 page returned no usable content when fetched directly. Third-party sites (deltaforcetools.gg, overgear.com, timesaver.gg) surfaced via search corroborate the general existence of the radiation system, decontamination chambers, and Black Key Card mechanic, but one specific pre-launch preview article was explicitly self-flagged as "compiled from test server data and community leaks" and was not used as a source β this guide relies on the launch-day video and frame evidence instead. As with any new-map content, expect balance and layout details to shift in future patches; the core mechanics (radiation tiers, extract-by-spawn-side, pass key system) are unlikely to change even if specific numbers are tuned.
Frequently asked
What is the entry value for AZ3 on Normal difficulty?
112,500, the same entry value as Zero Dam Normal. Easy difficulty has no entry value requirement at all, so you can queue with just a knife or recruit gear set. Both difficulties share the same 30-minute time limit.
How do you get rid of radiation in AZ3?
Decontaminate at one of AZ3's 12 fixed decontamination chambers or 6 patrolling decontamination vehicles, or use an NPC with a hose (which also deals you damage). Radiation decays on its own at tiers one through three, but at tier four decay stops completely until you physically decontaminate β the Black Site Decontamination Chamber upgrade speeds up natural decay and shortens the delay before it starts.
What happens if my radiation level maxes out at tier four?
Natural radiation decay stops completely, you get a temporary max-health debuff, and you'll suffer ongoing pain effects and possible fractures. The only way to clear it is to physically visit a decontamination room or get washed by an NPC with a hose in the field, which will also deal some damage to you.
How do extracts work on AZ3?
Spawns work like Zero Dam: you spawn on either the west or east side, and your three side-specific extracts are always on the opposite side. On Easy, two are permanent and one is bagless; on Normal, one of the two permanent ones instead becomes a random extract. Everyone also has access to the paid extract and, after completing it, the flagship mission extract.
How many keycards does AZ3 have, and what makes the red one different?
AZ3 has 7 standard keycards. The red Reactor Master Control Core card has 40 durability instead of the usual 20 because it opens two separate doors at the top of the main reactor control area in the core. The other six each open a single specific room.
What should I do when I encounter the H1000 boss?
He spawns near the Turbine Hall in the central core area and can two-tap you with a pistol, so use a stun grenade or flashbang to control the fight, especially solo. You need three separate kills to permanently down him, and every kill (not just the final one) can drop pass keys or loot, so search both his normal bag and his special container each time.
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