Londoner Issie’s boring new life in New Zealand suddenly gets exciting when she encounters a frightened horse running through the wilderness.
Issie discovers that rescue horse Blaze has life-threatening injuries. When Tom insists that Blaze is impossible to tame and can’t be saved, Issie refuses to give up on her.
Issie attends a party at the local marae and humiliates herself by taking her revenge against Natasha too far. Meanwhile, Dan’s grandmother may hold the key to Issie’s shipwreck vision.
When Issie and the gang ramp up their anti-Hexronn campaign, the company fight back, revealing details of Issie's troubled past.
The kids travel to a remote farm after intercepting a mysterious message. They come face to face with the horse rustler and discover the whereabouts of the Kauri Point Herd.
Issie and the gang target Frankie in an attempt to find out where Blaze is.
Issie tries to find the wild herd, while the rest of the gang attempt to stop Hexronn.
At the stables’ Family Fun Day, the kids compete with rivals Dulmoth Park. Issie’s visions become hard to ignore and her reckless behaviour endangers her future at the stables.
Issie looks for Mystic on a remote beach and finds buried treasure, which could be connected to her visions. And secrets are revealed when she and Caleb get trapped together on the beach.
Issie’s latest vision gives her a clue about Blaze’s herd, so she rides Blaze out into the forest to find them. But the mission results in serious consequences for the gang. Show more
Issie rides Blaze in the Cross-Country Trials against rivals Dulmoth Park - but is Caroline really fit enough to compete? And who spooked Blaze right before Issie’s ride?
A storm sees the kids staying over at the stables, Natasha takes a chance in her friendship with Dan, Issie discovers the truth about Hexronn and the gang launch a campaign.
Dan is forced to step up when there is an emergency at the stables, Natasha joins the Dulmoth Park team, and Issie is distraught when Blaze’s legal owner comes to claim her.