Palworld Guide

Multi Guided Missile Launcher Schematic Location and Stats

Where every Multi Guided Missile Launcher schematic drops in Palworld — oil rig crates and the large rig pool, the four-round homing magazine worth 23,600 damage, the full 1,152-Ore craft traced to raw materials, and the Drafting Table ladder to Legendary on a weapon with no tech unlock.

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Multi Guided Missile Launcher Schematic Location and Stats — Palworld Database

The Multi Guided Missile Launcher is the four-round homing launcher that no technology node will ever hand you — it exists purely as a schematic drop, which is why so many players finish the tech tree without ever seeing one. This guide covers the full stat card, all five schematic tiers and the exact crates that roll them, what one launcher costs traced down to raw ore, and the Drafting Table route to the Legendary version.

Multi Guided Missile Launcher Stats

Read the magazine row first, because it's the entire weapon. Every missile hits for the same 5,900 as the single-shot Guided Missile Launcher, and both track their target the same way — but this one holds four in the tube, so a full magazine is 23,600 damage before you touch a reload. That's a straight four-times upgrade on the same homing missile, and it's the reason this schematic is worth farming even though the per-shot number looks unremarkable next to a Plasma Cannon. The trade-off is durability: 300 is the floor for the class, so a Common-tier craft chews through repairs fast.

StatMulti Guided Missile Launcher
Weapon classRocket Launcher
Base Attack5,900 per missile
Magazine4 — four homing missiles per reload
Damage per magazine23,600
Durability300
Weight30
Technology unlockNone — no node exists anywhere in the tree
Crafting stationWeapon Assembly Line II (unlocks at Tech Lv 47)
Crafting work1,000,000
AmmoMissile Ammo
Schematic tiers5 — Common, Uncommon, Rare, Epic, Legendary
Gold Value712,580

The no technology unlock row is the one that changes how you play. Nearly every weapon in Palworld has a tech node that gives you the Common recipe for free, and the schematics only raise its rarity from there. This launcher has no node — the Common recipe itself is a drop, so the base Multi Guided Missile Launcher Schematic is a real item you have to find before you can build anything at all. That also means the ladder to Legendary starts one full rung lower than it does for the single-shot version, which matters a lot further down this page.

Where the Multi Guided Missile Launcher Schematic Drops

All five tiers come out of oil rig crates and nowhere else. No pal drops them, no boss stash carries them, no treasure map dig turns one up — which is unusually narrow even by schematic standards, and it's why this weapon stays missing from so many endgame inventories. The split that matters is in the last column: the two lowest tiers only roll in the general rig crate pool, while Rare, Epic and Legendary all have a home in the large oil rig's pool as well. If you are hunting the top tier specifically, the large rig is the run to repeat.

SchematicRarity it unlocksOil rig cratesLarge oil rig crates
Multi Guided Missile Launcher SchematicCommonYesNo
Schematic 1UncommonYesNo
Schematic 2RareYesYes
Schematic 3EpicYesYes
Schematic 4LegendaryYesYes

Every schematic in the game looks like the same rolled scroll in your bag, so the pictures above are each tier's own art — that's the only reliable way to tell five near-identical items apart at a glance. Pocketpair has never published crate odds, so nobody can give you a real percentage per run — what you can pin down is which pools each tier appears in at all, and for this line that list is short.

Oil Rig Crates

The general rig crate pool is the only source that rolls all five tiers, including the base Common schematic you need before anything else works. That makes ordinary rig runs the correct starting point even though they're slower per top-tier roll than the large rig — a stack of Legendary schematics is worthless if you skipped the rung that lets you craft in the first place. Clear the crates, not just the boss: these are chest drops, so the loot is in the containers scattered through the structure rather than on anything you kill.

The Large Oil Rig

The large rig's crate pool drops the top three tiers and skips the bottom two entirely, which is exactly the shape you want once you already hold a base schematic. It is also one of the densest schematic pools in the game — the same crates carry the Legendary Rocket Launcher, Grenade Launcher and Guided Missile Launcher schematics, so a rig run is never wasted even when the Multi doesn't show. Bank everything; the schematic upgrade guide explains which of those duplicate lines are worth combining.

How to Get the Legendary Schematic at the Drafting Table

If the crates never cooperate, you can build your way up. The Drafting Table combines five copies of any tier into one copy of the next, and this line has a recipe at every rung — so a Legendary is reachable from pure duplicates with no luck involved beyond the grind. Each combine is only 1,000 work, so the bench time is nothing; the cost is entirely in schematics.

CombineCostsBase schematics spentStation
Schematic 1 (Uncommon)Schematic5Drafting Table
Schematic 2 (Rare)Schematic 125Drafting Table
Schematic 3 (Epic)Schematic 2125Drafting Table
Schematic 4 (Legendary)Schematic 3625Drafting Table

625 base schematics is the theoretical worst case, and it's five times worse than the single-shot line's 125 purely because this weapon starts a rung lower. Nobody actually pays it. The middle tiers drop on their own, so the realistic play is combining at the top of the ladder: hold your Epics until you have five, and buy the Legendary in one step. Spending five Commons the moment you can is the classic mistake — those are five rolls you no longer have when an Epic shows up and you're one short.

Minimum Requirements Before You Farm

There is no level gate on the schematic itself, but there is a hard gate on doing anything with it. Four separate production buildings sit between a schematic in your bag and a launcher in your hands, and two of them are power-hungry enough that base electricity has to be sorted first. Work through this list before you start running rigs, because the drop is useless until the bench exists.

RequirementUnlocks atWhy you need it
Weapon Assembly Line IITech Lv 47The only station that builds this launcher — and its ammo
Drafting TableTech Lv 45Combines duplicate schematics up the rarity ladder
Production Assembly Line IITech Lv 42Makes Computers and Bio Batteries
Electric FurnaceTech Lv 44Makes Plasteel, 104 of it per launcher
A base that can reach the ocean rigsEvery tier of this schematic is an oil rig crate drop

The two rows people underestimate are the Electric Furnace and Production Assembly Line II. Both draw power, and the Computer chain in particular pulls a long tail of intermediate crafts behind it — you cannot casually knock out eight Computers on the evening you find the schematic. Get those two buildings running and stocked well before the rig trips, not after.

Crafting Cost: Materials and Raw Totals

On paper the recipe is four lines. In practice it's four lines that each hide a chain, and the Computer row alone expands into Circuit Boards, Polymer, Bio Batteries, Refined Ingot and yet more Carbon Fiber. The 1,000,000 work value is also worth noting — it's two-thirds more bench time than the single-shot version's 600,000, though still well under the Plasma Cannon's 3,000,000.

Direct materialQtyMade at
Pal Metal Ingot150Furnace — a Paldium alloy
Plasteel80Electric Furnace
Carbon Fiber30Production Assembly Line
Computer8Production Assembly Line II

Expand the Computers and the real bill gets longer. Each one wants 2 Circuit Boards, 3 Plasteel, 2 Bio Batteries and 2 Carbon Fiber, and the Bio Batteries want a Refined Ingot and another Carbon Fiber each — so the true Plasteel figure is 104, not 80, and the true Carbon Fiber figure is 62, not 30. Queue those two lines up first; they're the parts of the build that stall.

ComponentTotal per launcherStation
Pal Metal Ingot150Furnace
Plasteel104Electric Furnace
Carbon Fiber62Production Assembly Line
Circuit Board16Production Assembly Line
Bio Battery16Production Assembly Line II
Polymer16Production Assembly Line
Refined Ingot16Furnace
Computer8Production Assembly Line II

Trace all of that down to things you mine, chop or take off a pal and one Multi Guided Missile Launcher costs the totals below. 1,152 Ore is the headline, against 745 for the single-shot version — roughly 55% more for four times the burst, which is the best trade in the launcher class. The 620 Wood is entirely Charcoal for Carbon Fiber, and the 62 Flame Organs are the line most people run short on.

Raw materialTotal per launcherWhere it comes from
Ore1,152Mining nodes — the bulk of the build
Wood620Burned into 310 Charcoal for Carbon Fiber
Paldium Fragment300Alloyed into every Pal Metal Ingot
Crude Oil208185 oil fields via a Crude Oil Extractor
Pure Quartz182Pal Metal Ingots and Circuit Boards
Flame Organ62One per Carbon Fiber — dropped by fire pals
Coal32Refined Ingot for the Bio Batteries
High Quality Pal Oil32Polymer for the Circuit Boards
Sulfur16The other half of Polymer
Electric Organ16One per Bio Battery — dropped by electric pals

Where the Organs and Oil Come From

Ore and Wood you can automate at base. The three lines that actually stall a build are Flame Organ, Electric Organ and Crude Oil, and all three are faster to farm off pals than to wait on. Ragnahawk is the practical answer for Flame Organs — 150 spawn points and a guaranteed 5-7 per kill puts 62 within a couple of circuits, and it's far easier to reach than Suzaku's 13 points. For Electric Organs, Grizzbolt guarantees 2-4 every time. Crude Oil is the odd one: you'll normally pipe 208 out of an extractor, but three night pals each drop it at 50% if you're short mid-build.

The Crude Oil rows are a stopgap, not a strategy — 1 unit at 50% means roughly 400 kills for a launcher's worth, so treat Sootseer and friends as a way to top up the last 20 units rather than the main supply. Sootseer is also almost entirely nocturnal, with 649 of its spawn points active at night against only 10 in daylight, so plan the trip accordingly.

Missile Ammo: What Feeding It Costs

A four-round magazine is only an advantage if you can keep it loaded, and this is where the launcher gets expensive. Missile Ammo is shared with the single-shot Guided Missile Launcher, and every batch of 10 rounds costs a Computer — the same component you fought through the tech chain to make eight of for the weapon itself. Ten rounds is two and a half magazines. Budget accordingly and get the ammo line running on the same bench before you go anywhere with the launcher equipped — the Palworld ammo list has the full costs for every round type.

Missile AmmoDetail
Craft yield10 rounds per craft
MaterialsPal Metal Ingot, 1× Crude Oil, 1× Computer
StationWeapon Assembly Line II
Crafting work200,000
Weight1 per round
Gold Value3,240
Magazines per craft2.5 full loads

That Computer per batch is the real cost of shooting this thing, and it's why the launcher works better as a burst-opener you swap off than as a primary. Note that the pal-mounted launchers are a completely separate system — Jetragon's Missile Launcher and Relaxaurus' Missile Launcher are Pal Gear, use no Missile Ammo, and share nothing with this weapon but the name.

Legendary vs Common: What Rarity Actually Changes

Schematic rarity raises the crafted weapon's numbers, and the Rocket Launcher is the one launcher whose five rarity tiers are all pinned down end to end: 10,000 attack at Common, then 11,000, 12,000, 13,000 and 14,000 at Legendary, with durability climbing 300 → 800 → 1,000 → 1,200 → 1,400. That's a flat +10% of base per step and durability that more than quadruples by the top.

TierAttack per missileDamage per magazineDurability
Common5,900 (confirmed)23,600300 (confirmed)
Uncommon~6,490~25,960~800
Rare~7,080~28,320~1,000
Epic~7,670~30,680~1,200
Legendary~8,260~33,040~1,400

Pocketpair has never published the per-rarity multipliers, so everything after the first row is that same curve applied to 5,900 and should be read as a close estimate rather than a printed number — 5,900 and 300 are the only figures here that are certain for this weapon. The durability column is the part people undersell, though. A Legendary craft would turn the class's most fragile launcher into one that survives a full raid, and on a weapon you fire four rounds at a time, that's a bigger practical win than the extra ~2,400 per missile.

How It Compares to Every Other Launcher

Per-shot attack is the wrong way to rank this class, because magazine size swings the real number by an order of magnitude. Sorted by what a full magazine actually delivers, the Multi Guided Missile Launcher lands second in the entire Rocket Launcher class — behind only the Tech Lv 72 Tactical Grenade Launcher, and comfortably ahead of the Plasma Cannon that unlocks 61 levels into the tree. These numbers only compare within the launcher class; a launcher's attack figure means nothing next to a rifle's.

LauncherAttackMagazineDamage per magazineDurabilityTech
Tactical Grenade Launcher6,722853,776800Lv 72
Multi Guided Missile Launcher5,900423,600300None
Plasma Cannon10,000220,000300Lv 61
Grenade Launcher3,000515,000600Lv 53
Beam Launcher14,000Not listed3,500Lv 80
Rocket Launcher10,000110,000300Lv 65
Guided Missile Launcher5,90015,900300Lv 56
Meteor Launcher2,00012,000300Lv 38

The row to read against yours is the last-but-two. The Guided Missile Launcher is the same missile, the same 5,900, the same 300 durability — it just reloads between every shot. If you already run the single-shot version, this is a strict upgrade out of the same crates you were already looting, at roughly 55% more materials. The Beam Launcher's magazine size has never been nailed down, so its per-magazine figure is left blank here rather than guessed; its 3,500 durability is real, and it's the one launcher that outlasts everything else in the class by a mile.

TipBuild the Common version the day you find the base schematic instead of hoarding for the Legendary. Every tier of this line fires the same four homing missiles, and rarity only moves the numbers — a launcher you're actually shooting all week beats a Legendary schematic you haven't rolled yet. Bank duplicates for the Drafting Table while the Common one does the work.

Summary

Farm oil rig crates — they're the only source in the game for this line, and they roll all five tiers. Once you hold a base schematic, switch to the large oil rig, whose pool carries Rare, Epic and Legendary and skips the two tiers you no longer need. There is no tech node to unlock, so nothing else you do in the tree will ever produce this weapon. Build the Weapon Assembly Line II at Tech Lv 47 first, then expect one launcher to cost 1,152 Ore, 620 Wood, 300 Paldium Fragment, 208 Crude Oil, 182 Pure Quartz, 62 Flame Organs, 32 Coal, 32 High Quality Pal Oil, 16 Sulfur and 16 Electric Organs. What you get is 23,600 damage per magazine of self-aiming missiles — second-best burst in the launcher class, from a weapon the tech tree never mentions.