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 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:
- The climber stands on the booster's shoulders (crouch, climb on, stand).
- 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.
- Climber grabs the megaphone from the Holder at the top, then turns and offers hands to pull the booster up.
- 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.