
Z Nation
Doc breaks out special medicine to treat George's injury and explains the Founding Fathers, the Bill of Rights and more.

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.

10K and Red participate in a ceremony for those lost in Altura. Meanwhile, Warren, Doc, Citizen Z and George arrive in Pacifica, a highly conflicted community following the bombing.

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.

When Sun Mei and Red vanish, the group must decide whether to keep looking for them or press on to Newmerica.

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.

Seemingly injected with the blend vaccine, The Man attempts to kidnap Murphy but underestimates the strength of Murphy's followers. However, he does manage to learn about Lucy's existence. 10K reunites with the group.

Doc finds himself taken captive by a psychotic nurse and her surviving mental patients, and he later discovers that 10K is being held too.

Injured, alone and suffering from the effects of Dr. Merch's booster, 10K barely manages to escape Murphy and finds himself stalked by a blend — and perhaps something even worse.

As more people flock to Murphy's new cult, Dr. Merch works on a blend vaccine as well as a booster shot to slow to Murphy's descent into zombiedom.

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.