First day tasks in Among the Trolls
Search the cabin, talk to the Crow, open the journal, gather sticks for arrows, cook two meals, and set your sleep spot before dark.

Your first day in Among the Trolls decides how smooth the next five hours go. The game gives you a cabin to read, a Crow to talk to, a bow to rebuild and a night cycle that will catch you cold if you are still wandering at dusk. This is the order that keeps you fed, armed and sheltered before it gets dark.
Before you leave the clearing
Search the cabin and the yard. This is where the story starts and where the game's first objectives live: grandfather's belongings, the backpack he left behind, and the surroundings that no longer match Anna's memory of them.
Then walk around the back of the cabin. Grandfather's target range is the only free practice in the game. Use it to learn how much your arrows drop and how far a clean shot actually reaches before you spend arrows on a real hunt. Players who skip it tend to lose their first deer and half a quiver.
The Crow conversation
Talk to the Crow when it appears. It is the guide of the whole story and the first real dialogue in the game, and the conversation is what pushes you into the journal and the early tasks. When the journal opens, read it: J is the key you will use more than any other.
Getting fed before dark
| Time of day | What you should be doing | Why |
|---|---|---|
| Morning | Search the cabin and yard, read the journal | Objectives, first resources |
| Midday | Gather sticks and stone, craft arrows | Arrows are food |
| Afternoon | Hunt or forage, cook two meals | Cooking takes time and food burns |
| Dusk | Bank fuel, set a sleep spot | Cold and night are the real threat |
| Night | Sleep, or stay near fire | Sleep is driven by the day cycle |
Cook at a campfire and do not walk away. Meals burn to ashes while you are gone, and a burned meal on day one hurts more than a lost fight.
Crafting and the backpack
Crafting happens inside Anna's backpack, which opens in the world around you. Drag materials into the crafting space and take recipes from the journal as they unlock. Two rules:
- Craft what your next hour needs. An axe you cannot repair is worse than arrows you can replace from sticks.
- Bank wood early. Wood is the base material of tools, shelter and bridges, and it is heavy to carry later.
Setting up a base
The cabin is the natural base for the first days: it is a landmark, it is where the story keeps pointing you, and it has a practice range behind it. Sleep there or in a shelter you build nearby until you understand how far the island stretches. Bank cooked meals and a filled canteen before you leave on a longer trip, and never set out on a crossing without checking whether a bridge is the honest answer.
What the day-one checklist looks like
- Cabin and yard searched, journal read.
- Bow practised at the range behind the cabin.
- Arrows crafted from gathered sticks.
- Two meals cooked and carried.
- Canteen filled.
- Sleep spot chosen before dark.
- First portal located, not entered, until you have a Portal Page and supplies.
Sources
- Store page and feature list: Among the Trolls on Steam
- Devlog #7 (the backpack and journal) and Devlog #8 (bows, arrows and the target range): Steam news archive
- Demo FAQ by 505 Pulse: Demo FAQs & Known Issues
Game imagery on this page is official promotional material, used for reference.