Z Nation
The group arrives at the farming outpost that produces flour for Z-bizkuits, but it is overrun by zombies, Pandora and starving talkers laying in wait to kill them.
The group arrives at the farming outpost that produces flour for Z-bizkuits, but it is overrun by zombies, Pandora and starving talkers laying in wait to kill them.
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Estes imprisons the captive talkers and blends, while Warren and George plan their attack on Altura.
With help from renegade hackers, Warren and George hack Altura's defenses and discover Estes' secret plan.
The group discovers Altura militia forces have enslaved talkers to mine hazardous waste for Z-bizkuits.
The group is reunited with old Native friends who are defending a dam that controls Newmerica's water from talkers. In order to help, Doc and Warren undertake spiritual journeys.
The group arrives at the farming outpost that produces flour for Z-bizkuits, but it is overrun by zombies, Pandora and starving talkers laying in wait to kill them.
Doc breaks out special medicine to treat George's injury and explains the Founding Fathers, the Bill of Rights and more.
Warren and the group wind up at a wild casino and shelter for fugitive talkers run by Murphy and his blends. There, they reunite with Addy.
A new spate of terrorist bombings hit Pacifica. In order to follow his vision for human–talker unity, George seeks those responsible for the attacks.
The group returns to Mercy Labs, where they first met The Man, to retrieve another item from Warren's dreams.
In Chicago, Doc and Murphy encounter a mysterious — and murderous — group, including Sketchy and Skeezy.
The group explores an abandoned TV station while seeking a way to contact Kaya, who is attempting to hide from an invasion of Zona forces at camp Northern Light. Citizen Z returns home after two years.
Warren and the group encounter a mysterious stranger who they think is a grave robber — but turns out to be something much more.
Shaken by the death a groupmate, something snaps in Murphy. Warren is unable to stop him and the others from committing an atrocity as misplaced revenge.
Lucy fights to save Murphy's life, while Warren and the others battle a biologically modified Franken-zombie guarding a clue to Warren's dream.
The team is captured and enslaved in an elaborate underground facility, forced by their mysterious captors to perform a series of bizarre and dangerous tasks.
Following Warren's dream, the team doesn't stop while crossing the Great Pile, a seemingly endless landscape of rubble and destruction.
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.
Warren and the others inspect Murphytown and realize they are going to need a bigger army to extract Murphy. Warren finds an old ally in El Escorpion.
While searching for Lucy, Doc and Addy are forced off the road by a retro presidential limo: Sketch is running for "President of the Apocalypse" and Skeezy is his campaign manager.
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