Having just moved from London to Kauri Point, Issie struggles to make friends and misses her old home until a chance encounter with wild ponies Blaze and Mystic, and a group of horse-mad teenagers, convinces her to stay.
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Londoner Issie’s boring life in New Zealand suddenly gets exciting when she encounters a frightened horse running through the wilderness. But the horse is in danger and Issie realizes that it is up to her to save her.
Issie discovers that rescue horse Blaze has life-threatening injuries. When Tom insists that Blaze is impossible to tame, Issie refuses to give up on her.
At the stables' Family Fun Day the kids compete with rival Dulmoth Park. When Issie’s visions become hard to ignore, her reckless behavior endangers her future at the stables.
When Issie looks for Mystic on a remote beach, she finds an old treasure buried in the sand and connects it to her visions. When Issie and Caleb get trapped, secrets are revealed.
Issie attends a party and humiliates herself by taking her revenge against Natasha too far. Meanwhile, Dan's grandmother may hold the key to Issie's shipwreck vision.
Issie gets a new vision of Mystic running through the forest along an old railway track and wonders if this might be the clue that will lead her to Blaze's herd.
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 Hexron, and the gang launches a campaign.
Hexron tries to get Kauri Point's support at the council meeting. Issie is publicly shamed when her hard past is revealed. Kauri Point relationships are all strained.
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.
Dan is forced to step up when there's an emergency at the stables; Natasha joins the Dulmoth Park team; Blaze's legal owner comes to claim her, leaving Issie distraught.
Issie and the gang target Frankie in an attempt to find out where Blaze is. Secrets about Hexronn and the wild herd are revealed.
Issie and the gang race against time to find the wild herd and save the forest from imminent destruction.