Big Walk Megaphone — All 3 Locations and How to Reach Them

Published 2026-09-214 min read

Big Walk has three megaphones, each on a Megaphone Holder atop a tall yellow cube structure — reachable only with a teammate boost. Locations, boost technique and carry rules.

The megaphone is Big Walk's answer to a simple problem: proximity voice chat fades fast, and "COME BACK HERE" only carries so far. Grab one and your voice carries far beyond normal shouting range — which turns it into one of the most sought-after items once groups start spreading out across the island. There are exactly three in the game, and all three sit in spots you cannot reach alone.

The megaphone item in Big Walk
Three exist. All three need a leg up.

The short version

  • Count: 3 megaphones in the whole game.
  • Where: all three on Megaphone Holders atop tall yellow cube structures — near the yellow tower, near the green tower, and near the purple tunnel (the yellow-tower one stands on its north side). The holders never move, so treat them as exact markers, not "search this area" hints.
  • The catch: every holder is boost-only. One player crouches, the other climbs on, gets lifted up, then pulls the first player up after. Solo players see the megaphone; solo players do not get the megaphone.

How to make the boost work

The megaphone holders use the game's standard player-boost, but the yellow cubes are tall enough that groups flub it. The rhythm that works:

  1. The climber stands on the booster's shoulders (crouch, climb on, stand).
  2. The booster stands up slowly and walks the last stretch to the cube face — walking, not sprinting; sprint-bouncing is how climbers end up back on the grass.
  3. Climber grabs the megaphone from the Holder at the top, then turns and offers hands to pull the booster up.
  4. Both enjoy being tall for a moment. This is also, incidentally, the same carry-each-other mechanic listed among the game's accessibility features — it gets used constantly, and megaphone hunting is where groups learn it.

Bring a third player if you can: someone has to hold the flashlight when it gets dark, and megaphone towers always seem to be climbed at dusk.

Why the megaphone earns its carry slot

Big Walk is a game played entirely through in-game voice and text chat — and proximity is the built-in limiter: walk a ridge away from the group and you are effectively mute. The megaphone punches through that:

  • Long-range shout-outs: coordinate across a valley without burning a walkie-talkie's channel or a flare.
  • Split-up exploration: the scout ranges ahead and stays audible, which keeps the group moving instead of regrouping every five minutes.
  • The comedy multiplier: yes, it is also extremely funny. The game's whole design leans on voices being distance-gated; a megaphone breaks the rule loudly.

The carry rules (this is where groups grumble)

The megaphone is powerful precisely because it costs something:

  • It can be held in hand or strapped to a backpack — but it will not fit in a hip bag or belt.
  • You can only hold one item at a time, so a megaphone carrier is not simultaneously a lantern carrier, flare carrier or radio carrier. Someone commits a gear slot to it, or nobody brings it.
  • The standard group solution: the designated "voice" carries the megaphone, a second player carries the walkie-talkie, and the pair leapfrogs positions so the group is never out of contact. The full item loadout logic is in the items guide.

Megaphone vs walkie-talkie vs radio

Need Best tool
Shout across a valley, no setup Megaphone
Two-way talk at any range, hands-busy friendly Walkie-talkie
Music (and group-wide vibes) at the beach stage The radio

Veteran groups treat the megaphone as a pickup on the way to somewhere else — the three yellow-cube holders tend to sit along natural routes (yellow tower, green tower, purple tunnel), and the boost takes two minutes. Exact pins and boost technique live above; grab one the first time you pass a yellow cube, and your future split-up sessions will thank you.

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