Overview
The Shocking Walker is a variant of the Walker first encountered during the story quest The Chosen One, before being found all across Los Angeles. Alongside Shocking Runners, Shocking Walkers are former electricians who had their bodies exposed to electromagnetic fields at the time of turning. This has re-engineered their bodies at a cellular level, making them highly charged with electricity, which constantly subjects the gadgets on their toolbelts to high voltage, resulting in large novas of electricity.
Shocking Walkers wear a utility uniform consisting of a dark and light grey power company shirt and pants, an orange high-visibility vest with white strips, an orange hard hat, a black utility belt, and brown boots. This distinguishes them at a glance from their Shocking Runner counterparts, who wear green high-visibility vests and no hard hat.
In combat they behave identically to standard Walkers, they wander an area in search of prey, either alone or with other Shocking Walkers or Runners, and make their way toward any survivor they spot or sense, attempting to claw or bite. They are immune to shock damage. Their electrical discharge is the defining combat mechanic. Shocking Walkers do not discharge immediately, it takes a short time to charge up before releasing. A red warning icon appears on them shortly before the discharge, giving players a small window to retreat and avoid the electrical explosion. Once killed, the Shocking Walker’s body releases one final discharge of electricity, players should stay clear until this has dissipated before approaching the corpse.
The most tactically useful property of Shocking Walkers is their interaction with water. They are immune to shock damage, but other zombies near them are not, adding water will trigger a huge shock discharge that can electrocute the surrounding horde. A well-placed Chem Bomb or the explosion of a Hydration Walker tank can chain into a devastating crowd clear. Like other Walker variants, their limbs can be severed easily.
Notable Shocking Walkers
The Cable Guy – spawns on the road outside the goat pen, past the locked crate that gives the mailman quest. Spawns after killing Becky the Bride.
Dave – spawns outside in the sprinkler area of Michael’s neighbors house during the first Rikki Rex sidequest, drops the keys to the house so kind of hard to miss. Has been reported that he can spawn before getting the quest allowing you to get into the house before you have the quest or that perhaps the Nosy Neighbor drops the key too. Still counts towards the named zombie count though.
Seismologist – NOTE This zombie is currently bugged as far as I can tell. When you are on the quest It’s Not Your Fault, as soon as you enter the Brentwood Sewers from Bel-Air after picking up the first note, you will get credit for this zombie. When you later kill the zombie at the end of the quest, you do not get credit. Just make sure you’re paying close attention while on this quest and make sure you get the point for it either by entering the area or by killing it. Update: This bug is still present in the latest version of the game (1.7)
Bob – story-related, impossible to miss. Spawns during Plumbing the Depths.
Faulty Electrician – spawns in the crater near the entrance to the pier. Spawns after returning from the Pier.
Ride Operator – story-related impossible to miss. Spawns at the Ferris Wheel during the Blood Drive quest.
Sound Tech (SoLA DLC) – spawns in the Die Wurst Die stall, story-related.
Stage Manager (SoLA DLC) – spawns to the right of DJ RY if you’re facing the main stage. Spawns any time after Shit Hits the Fan maybe but also definitely after being on Don’t Stop Retrievin’
Where to Find Them
The first encounter is on Alpine Drive in Bel-Air, where the Cable Guy appears on the road north of the GOAT Pen after returning at night. For farming, the most reliable spawn point is in the Metro, in the corridor immediately after the fast travel room.
Zompedia
| Name | Criteria | Description |
|---|---|---|
| First Blood | Kill 1 Shocking Walker | The Shocking Walker was exposed to electromagnetic fields as the Autophage re-engineered it on a cellular level. Mutations build supercapacitance of incredible potential. |
| Under The Skin | Kill 10 Shocking Walkers | They are IMMUNE to SHOCK damage, but other zombies near them might not be. To discharge a huge SHOCK, just add WATER! |
| Sliced To The Bone | Kill 25 Shocking Walkers | The highly charged nature of Shocking Walkers constantly subjects the gadgets on their toolbelts to high voltage, until they inevitably overload in SHOCKING explosions. |
| Deep In The Guts | Kill 50 Shocking Walkers | K4.669// +++ Birkeland current propagation +++ T= -va +++ contra-casual infection vector +++ A_nanoid meta-entanglement? +++ |
Zombie Challenges
| Name | Tier | Description | Reward |
|---|---|---|---|
| Walk On By | 1 | Kill 50 Walkers | CRITICAL DAMAGE+ (+1%) |
| 2 | Kill 100 Walkers | CRITICAL DAMAGE++ (+1,5%) | |
| 3 | Kill 1000 Walkers | CRITICAL DAMAGE+++ | |
| Zap, Crackle, And Pop | 1 | Kill 10 Shocking Walkers | SHOCK RESILIENCE+ (+2%) |
| 2 | Kill 50 Shocking Walkers | SHOCK RESILIENCE++ | |
| 3 | Kill 100 Shocking Walkers | SHOCK RESILIENCE+++ |
Dead Island 2 (2023)