One of the innovations of Series 7 of Knightmare was the use of spells, potions and powders (i.e. audio-visual technology) to allow the dungeoneer to see. SIGHT was the first of these devices.
The SIGHT spell was supplied to Team 1 of Series 7 by Fidjit. It was cast in a Level 1 stretch of dwarf tunnels when the team was led to believe that visibility was a problem. The spell enabled dungeoneer Simon to see the tunnel he was in, as if the visor of the new Helmet of Justice were raised, and dangers ahead.
A sight potion also featured in Knightmare's final quest. Team 7 of Series 8 took one from the clue table on Level 3, but the phase ended before an opportunity to use the potion had presented itself.