Batman: Arkham Knight: Own The Roads Militia Checkpoint Locations And Takedown Strategies

Our Batman: Arkham Knight quest guide series continues with a breakdown of all militia checkpoints that need to be conquered in order to see the true ending to Batman: Arkham Knight.
Our Batman: Arkham Knight quest guide series continues with a breakdown of all militia checkpoints that need to be conquered in order to see the true ending to Batman: Arkham Knight. Photo: International Digital Times

Batman: Arkham Knight is finally available for purchase, bringing an end to the Arkham trilogy that began back in 2009, but many gamers' quest for 100 percent completion will continue for several days (if not weeks) after the Batman: Arkham Knight release date.

Of course, finishing all of the content from a modern open-world game can feel like an overwhelming task, even when the game in question is as excellent as Batman: Arkham Knight has proven to be. Even Rocksteady's latest Arkham title, which streamlines many traditional open-world mechanics, features more than 200 Riddler puzzles for players to solve. So we thought we'd do what we could to help the community finish all of the tasks put before them in Batman: Arkham Knight.

iDigitalTimes already told you where to find all the firefighters for Line of Duty, all six corpses from The Perfect Crime, the watchtowers for Occupy Gotham, and bombs from the Campaign For Disarmament quest. Now, we're turning our attention to the militia checkpoints scattered throughout Gotham City, all of which will need to be conquered if you want to see the true ending to Batman: Arkham Knight.

Own The Roads- Bleake Island Checkpoints

Checkpoint #1

Location: Chinatown, near Scarecrow's safehouse

The first checkpoint has surprisingly lax defenses, for a barricaded checkpoint in a newly-invaded city, but you probably won't hear complaints from many Batman: Arkham Knight players. Use your Remote Hacking Device to deal with the three sentry guns guarding the commander, drop the checkpoint's lone living defender and it's on to the next one.

Checkpoint #2

Location: Chinatown, slightly north of Perdition Bridge

Once you've reached the checkpoint, you'll need to locate the security access panel controlling the doors between you and the local commander. A handful of guards will be milling around, along with a brute, but they shouldn't give you much trouble. Disable the security console, take out the last guard and then make a beeline for the commander.

Checkpoint #3

Location: Chinatown, north of the Clock Tower

Here's where things begin to ramp up on Bleake Island. More than a dozen guards wait for the Dark Knight at checkpoint 3, including a pair of medics and a pair of brutes, but it's not all bad news. Several of the sentry guns guarding the facility can be taken out with the Batmobile, and you have more than enough Disruptor charges for the two armed guards on site, so it's just a matter of handing out a few beat downs to the remaining goons.

Checkpoint #4

Location: Chinatown, south of the Clock Tower

This can be one of the tougher checkpoints on Bleake Island, if you don't notice you're taking fire from across the bay, but it's far from impossible. Use stealth to pick off the armed guards one at a time, with the occasional multi-goon Fear takedown if possible, and disable the sentries. Once you're finished, return to the commander and destroy the fourth of five Bleake Island checkpoint controls.

Checkpoint #5

Location: Chinatown, north of Elliot Memorial Hospital

The final checkpoint on Bleake Island is surprisingly easy to take down. A whopping four unarmed guards and a single brute are all that stand between you and the commander's checkpoint controller. This one really doesn't require any strategy. Just have a little fun.

Own The Roads - Founders' Island Checkpoints

Checkpoint: #1

Location: Drescher, east of the City Vision Construction building

Eight soldiers wait for you at the first checkpoint on Founders' Island, along with one guard standing outside of the walls, but there's nothing deadlier than a Stun Baton being carried by any of them. Decide whether you'll deal with the straggler first or last (and act accordingly. Pick an angle of attack, swoop in with a Glide Kick to get things going and make quick work of all eight.

Checkpoint #2

Location: Drescher, southwest of Perdition Bridge

The second checkpoint on Founders Island has a weakened wall that can be destroyed by the Batmobile, making it significantly easier to reach the various guards stationed inside. Use Batman's Remote Hacking Device to disable the sentry guns guarding the checkpoint, take out the handful of guard also stationed inside and claim the second checkpoint controller on Founders' Island.

Checkpoint #3

Location: Drescher, southeast of Perdition Bridge

Once again, things begin to pickup with Checkpoint 3. This time, half a dozen unarmed goons will be waiting for the Dark Knight, along with a pair of brutes and two armed guards. Use your Disruptor on the armed guards, Fear takedown a couple of the unarmed thugs, mop up the rest and then turn your attention to the brutes. Easy, right?

Checkpoint #4

Location: Ryker Heights, south of Wayne International Plaza

Here's another checkpoint where you're going to want to make full use of the Batmobile. Find a vantage point above the barricaded area, located the security console and use it to open the checkpoint's doors Now that the Batmobile has a clear shot, switch to your Batmobile remote and use Batman's rolling command center to take out the half dozen sentry drones and handful of guards standing between you and the checkpoint commander.

Checkpoint #5

Location: Ryker Heights, next to the City Vision Construction building

Hopefully you've got the Riot Suppressor by now, which will making dealing with the armed guards inside much easier.

Checkpoint #6

Location: Otisburg, south of Checkpoint #2

Use a combination of smoke pellets and your Remote Hacking Device to eliminate the three guns stationed along the checkpoints northern wall. With the automated defenses removed, use Silent and Fear takedowns to eliminate the armed guards milling about and then grab the commander.

Checkpoint #7

Location: Otisburg, at the AmerTek building

Ten soldiers guard Founders' Island's seventh checkpoint, including one brute, but none of them carry any special gear. As such, we're going to fall back on the standard Big Group Strategy. Find an angle of attack that will let you Fear takedown a few guards right off the bat, finish off the remaining soldiers, deal with the brute and then find the commander.

Checkpoint #8

Location: Otisburg, southwest of Penitence Bridge

There's nothing special about the final checkpoint on Founders' Island. A handful of armed thugs guard the commander, some carrying nothing more than Stun Batons, but there are a couple of weapon crates you'll want to disable before the scuffle. Destroy the last controller and you're off to Miagani Island!

Own The Roads - Miagani Island Checkpoints

Checkpoint #1

Location: Kingston, west of Mercy Bridge

Just like Founders' Island, the first checkpoint on Miagani Island is guarded by an eight-man squad. The biggest challenge will be the brute, as you've probably figured out by now, who should be avoided while you deal with the remaining seven thugs. Once the regular guards are down, take out the big guy and destroy the first of seven checkpoint controllers on Miagani Island.

Checkpoint #2

Location: Kingston, Ferry Terminal

Here's another checkpoint where having the Riot Suppressor is going to make Batman's job much easier. Use the Batmobile's 60mm cannon to destroy the pair of drones guarding the checkpoint, then turn your Suppressor on the half dozen armed guards still standing.

Checkpoint #3

Location: Kingston, outside of Grand Avenue Station

A relatively meager security detail guards this checkpoint. Find a vantage point and take out both of the medics. Once you've ensured you won't have to deal with electrified enemies, or revived guards, turn your attention to the five armed guards patrolling the area. A couple of Silent and Fear takedowns should be all you need to take out the remaining guards.

Checkpoint #4

Location: Bristol, outside of Elliot Memorial Hospital

The third checkpoint on Miagani Island shouldn't be much challenge for you at this point. Eight unarmed soldiers are joined by a pair of Brutes, none of whom are holding firearms, and it shouldn't take you more than a minute or two to take out the commander's guard and neutralize the checkpoint.

Checkpoint #5

Location: Bristol, outside of Urbarail Station

Use the Batmobile to approach the checkpoint from the north or south, taking care to avoid the Shock Mines placed by the Arkham Knight's troops, and make quick work of the few armed guards stationed inside of the fifth checkpoint. Once they're down, locate the commander and claim your prize.

Checkpoint #6

Location: Bristol, outside the Botanical Gardens

We'll be relying on the Batmobile for this one, too. Use the 60mm cannon to dispose of the checkpoint drones patrolling the site. Once they're down, find a vantage point and use stealth takedowns to wipe up the eight armed guards guarding the commander. Just one more to go!

Checkpoint #7

Location: Bristol, near the unnamed bridge leading off the map

Use your Disruptor to create a feedback loop on the Boa Drone controller and then it's right back to Silent/Fear takedowns for the half dozen guards that remain. Locate the checkpoint commander, destroy his controller and celebrate wiping all of the Arkham Knight's checkpoints off the map.

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Congratulations!

You're one step closer to finishing 100 percent of Batman: Arkham Knight, which unlocks the game's true ending, and earning the Platinum Trophy (on PS4) for Rocksteady's final entry in the Arkham trilogy.

Be sure to check back with iDigitalTimes.com and follow Scott on Twitter for additional Batman: Arkham Knight coverage throughout the game's remaining time in development and for however long WB and Rocksteady continue to support Batman: Arkham Knight in the months ahead.

What did you think of the Line of Duty quest chain? Planning to earn the true ending for the Batman: Arkham Knight campaign? Just going to wait until somebody puts Arkham Knight's 100 percent ending on YouTube and/or other video-sharing sites?

Let us know in the comments section!

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