The Makeshift Projectile is one of those items in Mortal Shell II that sits in your inventory with zero explanation. No tooltip tells you where to take it, no NPC points you toward the catapult, and the dungeon it unlocks stays hidden whether you fire it or not. That last part is the real twist: the whole sequence is optional, but skipping it means you might never find the Alchemist's Workshop at all. Here's everything you need to know to get the makeshift projectile, use it, and reach the dungeon.
Where to find the Makeshift Projectile
The item sits in the southernmost part of the starting island in the Ruins of Mammon, right at the edge of a cliff below the large stone bridge south of the Outskirts of Mammon beacon.
Getting there takes a bit of nerve. From the Outskirts of Mammon beacon, head south toward the stone bridge. A group of soldiers guards the gate leading onto that bridge. Run past them rather than fighting through, then jump right to drop down to the level below. Continue straight south from the landing point and you'll reach the cliff edge where the Makeshift Projectile waits, guarded by a handful of Grisha Hunters.

Where is the catapult in Mortal Shell 2?
The catapult is located southwest of the Outskirts of Mammon beacon, right beside the statue where Ruk hands over the Map of Mammon 5 map fragment. Once you have the Makeshift Projectile in your inventory, interact with the catapult and it will prompt you to "Place Ammo" into the machine. Select Yes, and the catapult fires the projectile into the distance.
The whole sequence takes about five seconds. There's no combat involved, no puzzle, and no timing mechanic. The catapult does its job and that's it.

Where does the Makeshift Projectile land?

Mortal Shell 2 Guide: How to Get & Use Makeshift Projectile
Alchemist's Workshop dungeon entrance
The projectile lands directly in front of the Alchemist's Workshop dungeon entrance, which sits in the island chain west of Castigator's Keep and east of the Gate of Mammon beacon. When you travel there after firing, you'll find a fresh crater in the mountainside near some miners. The impact destroys the false wall that concealed the dungeon entrance, leaving it fully exposed.
Do you need the Makeshift Projectile to enter the dungeon?
No. The false wall blocking the Alchemist's Workshop entrance responds to a normal melee attack just like any other destructible surface. The Makeshift Projectile simply blows it open from a distance, which means you might stumble onto the open entrance without ever knowing why it's there if you fired the catapult first.
What the item actually does is connect two points on the map in a way the game never explains out loud. Spotting the catapult, acquiring the right item, and then finding the resulting crater is the kind of environmental storytelling that action games in this mold do well. Whether you find the dungeon through the catapult or by swinging at suspicious walls, the result is the same.
For a broader look at what else the Ruins of Mammon region holds, the Mortal Shell 2 weapon tier list covers every weapon by damage output and location, which pairs well with whatever you find inside the Alchemist's Workshop. If you're still getting your bearings in the early hours, the Mortal Shell 2 beginner's guide breaks down hardening, Gloom management, and Beacons before any of this becomes relevant. More tips and walkthroughs are available across the full Mortal Shell II guide collection.


