
Z Nation
Following Warren's dream, the team doesn't stop while crossing the Great Pile, a seemingly endless landscape of rubble and destruction.

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.

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.

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.

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.

In Los Angeles, the team drives through the abandoned city to the coordinates of the mobile CDC lab provided by Citizen Z. There, they discover the lab isn't just a lab — it's a submarine.

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.