Bow & Arrow Games Hard Drag to set angle and power, release to shoot

Mountain Archer

Mountain Archer combines the two variables the rest of the library keeps apart. Targets sit across gaps at wildly different heights, and a crosswind blows for the whole stage. Six arrows per stage, five stages, and the wind is set when the stage begins rather than rerolling per shot.

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About Mountain Archer

Elevation changes the arc, not the aim

Shooting at a target above you means the arrow spends longer climbing and arrives with less horizontal speed - so it needs more power than a level shot at the same distance. Shooting downhill is the opposite: less power, and the arrow arrives fast and flat.

The common error is to compensate with angle alone. Angle changes where the arrow points; power changes how far it gets. Uphill shots need both.

One wind per stage

Unlike Wind Archer, the wind here holds steady for all six arrows of a stage. That is a completely different challenge: instead of re-reading conditions each shot, you get one condition and six chances to dial it in.

The first arrow of a stage is therefore a ranging shot. Deliberately taking a low-percentage first shot to learn the drift is usually better than guessing five times.

Six arrows, five stages

Each stage has a fixed layout with three targets - one easy, one awkward, one that requires clearing a peak. You do not have to hit all three; you have to score enough to advance.

Unused arrows carry into the next stage, which makes an efficient stage genuinely valuable. Stage five is close to impossible without a couple of banked arrows.

How to play

  1. Check the wind meter - it holds for the whole stage.
  2. Drag back to set angle and power, then release.
  3. Use your first arrow to range the wind if you are unsure.
  4. Score enough to clear the stage and advance.
  5. Unused arrows carry forward.

Controls

Controls for Mountain Archer on desktop and mobile
WhereWhat to do
DesktopClick and drag to draw, release to shoot
Mobile / tabletTouch and drag, lift to shoot
PauseEscape or the pause button

Scoring

Points are awarded by which band of the target you hit, multiplied by your combo multiplier where the game uses one.

Gold centre100 pts
Inner ring50 pts
Mid ring25 pts
Outer ring10 pts
Miss0 pts

Tips

  • Spend the first arrow of each stage learning the wind. It pays for itself immediately.
  • Uphill shots need more power, not just more angle.
  • Carry arrows forward wherever you can - stage five is built assuming you have two or three spare.
  • Aim into the wind, and remember a lofted shot drifts far more than a flat one.
  • The peak-clearing target is worth the most. Take it once you have the wind measured, not before.

Common mistakes

  • Guessing the wind for all six arrows instead of ranging with the first.
  • Adding angle for an uphill shot without adding power.
  • Lofting into a strong crosswind, which multiplies the drift.
  • Spending every arrow every stage and arriving at stage five with nothing banked.

Features

  • Elevation-based targets across mountain gaps
  • Per-stage constant wind with a visible meter
  • Arrow budget that carries between stages
  • Five fixed, learnable stage layouts
  • Local best score and furthest stage

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Mountain Archer - questions

Why do my uphill shots fall short?

An arrow climbing to a higher target loses more speed on the way. Uphill shots need extra power as well as extra angle.

Does the wind change during a stage?

No. It is set when the stage begins and holds until the stage ends, which is what makes a ranging shot worthwhile.

Do I have to hit every target?

No. Each stage has a score threshold. You can clear it by taking the two easier targets if the hard one is not working out.

Do unused arrows carry over?

Yes, and they matter. The final stage is designed on the assumption that a good player arrives with a small reserve.

Guides for this game

Guide · 2 min read

How to Adapt to Changing Wind

Per-shot rerolls versus steady stage wind, and the completely different tactics each requires.