Z Nation
While crossing the Mississippi River, the group is involved in an accident and 10K is separated. At a nearby settlement, 10K and some new friends run into trouble with the settlement's leader, Escorpion.
While crossing the Mississippi River, the group is involved in an accident and 10K is separated. At a nearby settlement, 10K and some new friends run into trouble with the settlement's leader, Escorpion.
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Tricked into a trap by use of a fresh brain lure, Murphy is captured by an overly enthusiastic — and slightly unbalanced — zombie fan known as "The Collector."
While crossing the Mississippi River, the group is involved in an accident and 10K is separated. At a nearby settlement, 10K and some new friends run into trouble with the settlement's leader, Escorpion.
Murphy separates from the group out of fear that they may take the baby away — and kill her. Vasquez and Warren are injured and wind up in an abandoned hospital. 10K is forced to make a tragic decision during a conflict with Cassandra.
Murphy's past comes back to haunt him when Serena tracks him down and informs him that she is expecting his child. Meanwhile, the team stumbles upon a hidden Mennonite farm.
On the quest for a cure for the virus, the group makes its way to the greenhouse where Batch 47 is being grown by Odegard. There, Odegard warns them about zombie–plant hybrids.
After finally tracking down Murphy, the group comes across a caravan of survivors transporting victims of the nuclear blast to safety. Along the way, the mission is attacked by "blasters," zombies mutated by the radioactive fallout.
Each member of the group goes through a near-death experience while being attacked by bounty hunters. Mack is bitten after being caught in a zombie-infested stairwell.
Picking up moments after the launch of the tactical nuclear weapons, the team is split up trying to outrun the impending blast. Citizen Z finds himself battling thawed zombies, ultimately issuing an on-air bounty for Murphy.
When Sun Mei and Red vanish, the group must decide whether to keep looking for them or press on to Newmerica.
Driven by her dream of a black rainbow and flesh-eating rain, Warren and Murphy escape Zona, while Doc, 10K and Sarge are pinned down by snipers.
Two years later, Warren awakens from a coma to find herself in a seemingly utopian society with Murphy apparently cured. Meanwhile, the rest of the group struggles against a new threat: un-killable MAD-Zs.
Addy and Doc catch up with Warren, but the reunion is short-lived as the group faces the biggest battle yet.
Addy is being pummeled with whatever The Man can throw at her — and Lucy does the same right back.
Warren leads an attack against Murphytown to extract its smug leader.
Doc tries to find a way to tell Warren about Lucy's kidnapping. In the meantime, he encounters a radio tower and castle-like compound inhabited by three attractive, crafty ladies.
Upon finding Lucy, Doc and Addy work hard to stay alive and earn the family's trust. After a dangerous game of zombie hide-and-seek, an apocalyptic fairytale and a close call with an ender, Addy and Doc convince the family to follow them to Murphy.
While on the road to establish his headquarters in Spokane, Murphy saves the life of a dying girl. When her parents show up and ask to be bitten too, his mission gains momentum. Meanwhile, Warren leads the new mission group to a strange town.
Warren and the group are taken prisoner while Murphy manages to escape with his newly formed group of blends, including Dr. Merch and 10K. Sun Mei arrives with a commando team but is stopped in her tracks by enders: psychotic humans.
In this epic "flashback movie," the gang protects the town against a new enemy known as The Man. Part 2.
In this epic "flashback movie," the gang protects the town against a new enemy known as The Man. Part 1.
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