Z Nation
In the midst of a devastating zombie apocalypse, a team of everyday heroes must transport the only known survivor of the virus across the country to the last functioning viral lab.
Welcome to the Newpocalypse
Warren is nursed back to health by an attractive homesteader. Meanwhile, the others finally reach Newmerica.
A New Life
In the outpost Altura, 10K searched for Red, Murphy encounters Sun Mei and Doc runs into Citizen Z.
Escape from Altura
Panic and anti-talker sentiments flare after an explosion derails the vote — and rumors blame a talker.
Pacifica
10K and Red attend a ceremony for those lost in Altura. Warren, Doc, Citizen Z and George arrive in Pacifica.
Killing All the Books
A new spate of terrorist bombings hit Pacifica. George follows his vision for human–talker unity.
Limbo
Warren and the group wind up at a wild casino and shelter for fugitive talkers run by Murphy and his blends.
Doc's Stoned History
Doc treats George's injury and explains the Founding Fathers, the Bill of Rights and more.
Heartland
The group arrives at the farming outpost that produces flour for Z-bizkuits, but danger awaits.
Water Keepers
The group is reunited with old Native friends who are defending a dam that controls Newmerica's water.
State of Mine
The group discovers Altura militia forces have enslaved talkers to mine hazardous waste for Z-bizkuits.
Hackerville
With help from renegade hackers, Warren and George hack Altura's defenses and discover Estes' secret plan.
At All Cost
Estes imprisons the captive talkers and blends, while Warren and George plan their attack on Altura.
The End of Everything
Warren works with humans, talkers and blends to help George defeat Estes and Pandora.