Guides

Checkpoint Layout in Protect the Border

One booth, one queue, one road. Learn the rooms before the raid learns you.

Last updated:

Checkpoint Layout

Players search Protect the Border map the same week they search codes. The live BETA is not an open-world city. It is a checkpoint: a queue of vehicles, a booth that reads faces, a cargo area, cells, a locker, and a road that turns hostile after dark. This page is the layout how-to. It does not invent street names the studio never published. It names the jobs each space actually has.

If you have not finished a clean day shift, read Getting Started first. A map without the inspection loop is just a screenshot.

What the map is

Protect the Border takes place on a single border facility. You are police. There is no civilian spawn, no apartment, and no smuggling career. The official line still fits on one breath: ID. Face. Trunk. Next vehicle. After sunset the same grounds become a hold. Endless Mode, covered in its own walkthrough, stretches that loop. It does not add a second skyline.

If a video shows downtown San Diego, a Eurotunnel terminal, or an El Paso roleplay street, close it. That footage is a different experience. Confirm place 104589921852670 on the official page.

Spawn and locker

You spawn inside the facility, not in a civilian queue. Open the locker before you touch a bumper. Note your class HP and the default rifle. Extra weapon passes sit on top of that kit; they do not replace the room. Four officers should not clone one skin here. See how to choose a class and loadouts.

The locker is also where people waste the first two minutes of a night. If sunset is close, skip fashion. Fill magazines. Walk to a night post. The party roles sheet exists so this argument happens once, not at the door.

The booth window

The window is where ID checks happen. One officer should own it during a busy queue. Two officers at the same glass is how a face match and a cuff fire on different people. Stand close enough to compare portrait to driver. Do not stand so close that a rushed teammate cannot hand you the next document.

When the face fails, stop being friendly. The window is not the cell. Move the body using suspect processing. A bribe animation in the doorway blocks the next car and, near dusk, blocks the raid angle.

Queue, bumper, and trunk

Vehicles wait on the approach road, then stop at the bumper. The trunk or cargo volume is a second room even when it is only a few studs away. Trunk searches need a left-to-right pass. Legal goods and illegal goods live in the same prop pile. Officers who search from the window without walking the bumper miss the crate behind the spare tire.

If you have four people, the trunk officer is not the window officer. If you have two, alternate: one car window-first, the next car trunk-first, never both skipped. Solo players do both jobs slower. That is honest. Do not compare your queue time to a four-stack clip from another border title.

X-Ray Scanner used to let you read cargo from a stand-off. The pass is offsale. Owners keep it. New buyers should not hunt resellers. The layout still expects a physical search.

Cells, cuffs, and the one-way ticket

Processing space sits off the booth so a cuffed driver is not standing in the night lane. Drag leftover suspects before sunset. A body in the doorway is cover for the wrong team. The official copy mentions cells and one-way tickets; both are booth tools, not overwatch tools. Do not chase a runner into the dark while the window is empty. That chase is how Endless nights end in a screenshot of an unmanned glass.

The road and the night approach

After dark, the approach road is the raid. The description does not name boss models. It does say every night gets worse and every boss gets bigger. You need a person who can see past the bumper. That is overwatch: Ghillie, SVD, or 50 CAL, covered on survive the night.

Do not all four stand in the same door. One grenade, one boss path, and the line is empty. Booth holds shotgun range. Road calls numbers. Overwatch watches the ridge. Floater reloads and covers a flank. The party roles page prints those four jobs.

Pyromaniac burns clumps at the checkpoint. It does not watch a ridge. Juggernaut stands in a lane. It does not inspect IDs faster. Buy the hole in the layout, not the art in the locker.

Controls by device on this map

PC players can flick from window to trunk quickly. Mobile players need more time to cuff and to aim after dark. Put the most comfortable shooter on the road if you mix devices. Console and tablet share the same booth; they do not get a different map. See controls.

What this layout will not do

It will not give you a grid with unpublished meter counts. It will not pretend there is a secret admin room behind a YouTube paywall. It will not replace Endless Mode with a second facility. When The Evil Mafia adds a real second map, the Updates Hub will say so with a stamp. Until then, hold this booth.

Walk the loop once with the sound off: locker, window, bumper, cell, road post. If you can point to each job without turning around twice, you are done here. The next click is either how to check IDs or how to survive the night, depending on whether the sun is still up.

Shift FAQ

Frequently Asked Questions

Quick answers officers ask after every shift.

Is there an official Protect the Border map image?

Not a public studio map we can host. This page names the live rooms: locker, window, bumper, cells, and the night road.

Is this the same map as Secure the Border?

No. Different experience, different place ID. Do not use that game’s street names here.

Where should a sniper stand?

On overwatch with a view of the approach, not in the trunk. Ghillie is built for that job.

Can I play as a civilian on this layout?

No. The live BETA casts you as border police in a co-op booth of up to four.

Did Endless Mode add a second map?

No. Endless stretches the same checkpoint. See the Endless Mode guide.

Where do I put leftover suspects before night?

In the cell, off the doorway. A body in the lane is cover for the raid.