Dark Zone Checkpoint

A Dark Zone Checkpoint is a specified port of call in and out of the Dark Zone strictly regulated by the Strategic Homeland Division. Only active Division agents are allowed to use these checkpoints to freely enter and exit the Dark Zone on foot. These checkpoints are dotted all along the eastern, southern and western borders of the Dark Zone. All Dark Zone checkpoints provide at least four services, at minimum: a safe zone (cannot use weapons or skills) to protect from the outside world, a resupply crate to refill ammo, grenades and medkits, a fast travel location (as of patch 1.6), and a respawn point should an agent fall in the field. It must be noted that checkpoints can only serve as a fast travel location between other checkpoints and waypoints in the Light Zone; a player cannot fast travel to a Dark Zone safe house, as fast travel is disabled in the Dark Zone's interior.

The majority of checkpoints are two-way portals between the Light Zone and Dark Zone that, on top of the above services, also contain: Certain checkpoints are smaller and unmanned, and they can only be accessed from one side, usually the Dark Zone side - the Light Zone entrance would be blocked off. While a player can't exit the Dark Zone on foot from these specific checkpoints, they can still be used as fast travel locations between the other checkpoints.
 * The player's stash (extended storage inventory and where a player finds their extracted items)
 * A Dark Zone vendor - a non-combat Division agent who will trade high level items for Dark Zone credits
 * A kiosk to check the Dark Zone leaderboards

An agent is allowed to carry contaminated items on their person within the Dark Zone checkpoint. However, regulations on the handling of those items are strictly enforced: if an agent attempts to leave into the Light Zone or use the fast travel system (even to another checkpoint), the game will warn that all contaminated items will be destroyed on the spot. The only way to claim those items is to properly extract them from within the Dark Zone; only then will those items safely be available to access in the player's stash.

When inside a Dark Zone checkpoint, the only other players an agent can see are those they currently share a group with, similar to roaming the Light Zone. If a player not in the group enters a checkpoint from within the Dark Zone, they will disappear from sight, the same as if a player leaves a safe house in the Light Zone.

Dark Zone Entrances
The only other way of entering the Dark Zone on foot is through Dark Zone Entrances. These points of entry amount to gaps in the wall separating the Light Zone and Dark Zone that anyone - not just Division agents - can jump to enter the Dark Zone. Only accessible from the Light Zone, using the action command at one of these "entrances" causes the agent to jump the fence into the Dark Zone. These entrances are one-way only, however, so an agent cannot return the same way they came. Only Dark Zone Checkpoints allow players to exit the Dark Zone.