Travelling At Night Antibes map locations
Landmarks for the Introduction demo’s war-torn Riviera
Travelling At Night’s demo begins as you step off the train at the Gare d’Antibes into dark, rainy perma-gloom. You explore both sides of a literally war-torn town before—or after—entering Sanitarium Aujourd’hui. The slice ends when you board toward Mimata. This page catalogues landmarks without pinning every secret.
Town pillars
Librairie des Heures — Andrée’s bookstore; intelligence, Sophistication, Writer comfort.
Church of St Reparata — Father Jaume; holy-aspect crafting; Exorcist orbit.
Janvier et Fils — Spencer’s tailor from before the Wars; trust and outfit themes.
Chez Felix Pompon — Linou’s candle-lit café; Aristide the somnolent cat; Charm/Trace school.
Wander connecting streets for poets, painters, grande dames, and State servants. See Antibes NPCs.
Sanitarium Aujourd’hui
An Incorporate-sponsored private retreat run by Dr Aubiere, who has particular interest in people like Spencer. Expect orderlies, guests, collectors, and cats with presence. Vincent recruitment lives here—Recruit Vincent. Respectable outfits matter—Outfits.
Rarefied and secret spaces
Weather Factory teases at least one rarefied location reached by following your heart, plus semi-secret characters omitted from public lists. This wiki will not GPS them. Treat pursuit as Passion practice tied to Find Nenah and Footnotes.
Thin places for crafting
Crafting stations appear where the skin of the world thins—often near churches, thresholds, or story-marked workshops. Method: Crafting. Do not expect a single universal workbench icon for every recipe.
Beyond the demo border
Full game travel (at night, for instance) reaches more than a dozen fleshed locations—from arcadian Hush House calm in Brancrug to abattoir-ice east Berlin fantasies and other altered cities. Mimata is the seam, not the finale. Track release scope on Demo status.
Routing advice
Use Antibes walkthrough for order. Visit town pillars even on Physician runs; visit sanitarium even on Writer runs. Swap weather kits outdoors. Watch Trace in cafés and Dread in traumatic halls.
Cartographic mindset
You are learning a chapter hub, not memorising a forty-hour atlas. When lost, return to station/church/café/clinic as compass points, then spiral outward. Log favourite stations per Career in the Build Planner.
Landmark loop example
Station → café → bookstore → church → tailor → sanitarium gate → clinic wing → optional heart-led detour → station for Mimata. Skip nodes on purpose for Career flavour, but know which node you skipped. Thin-place crafts may insert between church and clinic. Rain kits outdoors; Respectable kits before Strathcoyne.
Mental model
Think “chapter hub with systems classrooms,” not open-world checklist. When confused, return to a pillar landmark and reorient. Full-game atlases will dwarf this page—keep Antibes notes short and reusable.
Systems classrooms disguised as places
Café teaches Trace. Church teaches crafts and Sorrow. Bookstore teaches Sophistication intel. Tailor teaches outfits-as-memory. Sanitarium teaches Dignity, recruitment, and institutional Passion tests. Station teaches beginnings and endings. Tour classrooms deliberately on run one; tour leftovers on run two.
Spoiler-light secrets
Heart-led rarefied spaces remain unmarked here on purpose. If you feel stuck, strengthen Passion coherence and Nenah evidence classes before hunting walkthrough spoilers elsewhere.
Landmark journal template
For each pillar write: purpose, Career bias, meter risk, craft potential, NPC anchors. Example—Chez Felix Pompon: social classroom, Writer bias, Trace risk, low craft, Linou/Aristide. Fill the template for church, bookstore, tailor, clinic. Your journal becomes a personal atlas lighter than screenshots. When full-game maps arrive, reuse the template rather than inventing a new note system mid-pilgrimage. Revisit the station at night-feeling hours before Mimata so departure feels earned, not abrupt. Pillars only work if you let them bookend the chapter. Between arrival rain and departure resolve, every classroom landmark should have taught one verb—talk, craft, outfit, footnote, or meter care.
Frequently Asked Questions
Quick answers drawn from the demo and official notes.
Is Mimata playable in the demo?
Departure toward Mimata ends the Introduction slice; deeper travel is full-game content.
Do I need every landmark?
Visit the pillars for systems literacy; secrets can wait for replays.
Are maps fog-of-war gated?
Expect story and meter gates more than traditional FOW combat fog.
Where is Hush House?
Full-game / wider Secret Histories geography—not the Antibes demo proper.