OSRS Witch's House Quest Guide

10.01.2025 - 02:02:28
Game Guides , Runescape

OSRS Witch's House Quest Guide

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OSRS Witch’s House quest is one of the first quests that any player must do, in order to get a quick boost to their Hitpoints level. This quest is pretty easy and short and can be completed with minimal requirements. Let’s grab our fire staff, and some cheese and head to the witch’s house!

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Requirements

  • No quest requirements
  • Ability to defeat Level 19-53 monsters in succession

Items Required

  • Cheese (Bring extras in case you mess up)
  • Leather gloves (Can be found during quest)

Recommended

  • Combat level 35+
  • Combat gear and food
  • 4 free inventory spots

Short Guide

Guide Image

Getting Into The House

  1. Start by talking to the boy near Taverley's east gate (Choose Chat Option 1-1)
  2. Head west and north to reach the witch's house front door
  3. Check under the closest potted plant to find a key
  4. Enter house and go down the ladder
  5. Search boxes for leather gloves if needed
  6. Put on gloves before opening the basement gate
  7. Search cupboard for magnet
  8. Return upstairs, enter south room
  9. Drop cheese and wait for mouse
  10. Quickly use magnet on mouse when it appears

The Garden Section

  1. Navigate garden without getting spotted (Full run energy helps)
  2. Use hedges for cover - getting caught means redoing previous steps
  3. Make your way to fountain
  4. Grab key from fountain
  5. Enter shed door using key Warning: Don't grab ball yet or experiment will drain your stats

Fighting The Experiment

  1. Defeat all four forms in sequence:
    • Skavid (Level 19)
    • Spider (Level 30)
    • Bear (Level 42)
    • Wolf (Level 53)
  2. Low-level tip: Use northeast corner safespot for first two forms
  3. For final forms, safespot from shed's south side

Finishing Up

  1. Grab the ball after defeating all forms
  2. Either teleport out or carefully leave through garden
  3. Don't let witch spot you or you'll lose ball
  4. Return ball to boy
  5. Quest complete!

Long Guide

Entrance to the witch's house

Starting Your Adventure

Alright, let's kick things off with finding this kid who needs our help. Head over to Taverley's eastern entrance - you'll spot a young boy hanging around the hedges. Chat with him and you'll learn he's kicked his ball into a witch's garden. Pretty standard kid problem, except this witch isn't exactly the friendly neighborhood type.

Breaking In

First things first - we need to get inside this house. Walk west and then north until you spot the front door. Now, before you start thinking about lockpicking, check out that potted plant by the door. Give it a look underneath and - what do you know - there's a key! Classic hiding spot. Grab it and head inside.

The Mouse and Magnet

Mouse and magnet setup

Once you're in, you'll need to be a bit crafty. Head down to the basement, but make sure you've got those leather gloves equipped before opening any gates - trust me, you don't want to find out why the hard way. If you didn't bring gloves, no worries - search the boxes down there and you should find a pair eventually.

Next up is the magnet. Check that cupboard in the basement - you'll find what you need. Now comes the tricky part. Head back upstairs to the south room and get ready for some mouse-catching action. Drop that cheese you brought (or use it on the mouse hole if dropping doesn't work) and get ready - you need to be quick with that magnet when the mouse appears.

The Garden Challenge

Navigating the garden challenge

Once you're in the garden, you'll spot the witch doing her rounds. Think of this like a twisted game of Red Light, Green Light - except getting caught means doing everything over again. Use those hedges as cover and work your way to the fountain. By the way, there's no cutting across the grass - stick to the path unless you want a free teleport back to the entrance.

Once you make it to the fountain (and believe me, you might need a few tries), you'll find another key. This one's for the shed where our friend's ball is being kept.

The Experiment Fight

The Experiment Fight Scene

Now we're at the main event. Head to that shed and unlock it, but here's a crucial tip - don't grab the ball right away. That experiment inside gets pretty cranky about visitors, and it'll drain your combat stats if you try to skip the fight.

Let's break down what you're up against:

First Form - Skavid (Level 19)

  • Basic melee attacker
  • Max hit of 2
  • 21 hitpoints

Second Form - Spider (Level 30)

  • Hits a bit harder
  • 31 hitpoints
  • Still manageable with protection prayers

Third Form - Bear (Level 42)

  • Now we're talking
  • 41 hitpoints
  • Hits more consistently

Final Form - Wolf (Level 53)

  • The big finale
  • 51 hitpoints
  • Max hit of 5

Combat Strategies

For the budget-conscious player, here's a neat trick - bring rings of recoil. You'll need about four (they break after 40 damage). Each form has specific hitpoints that add up to 144 total, so plan accordingly.

If you're more of a mage or ranger:

  • First two forms: Use the northeast corner
  • Wait for them to move south
  • Run past, then attack from a safe distance
  • Last two forms: The shed's south side makes a perfect safespot

Wrapping Things Up

Once you've dealt with all four forms of the experiment, it's finally time to grab that ball. But hold up - we're not done with the sneaking just yet. You've got two options here:

  1. The Safe Way: Just teleport out. Simple, effective, and zero chance of running into our witchy friend.
  2. The Adventurous Way: Try to sneak back through the garden. Just remember - getting caught here means doing the whole experiment fight again. And trust me, nobody wants that.

After you've made it out with the ball, head back to our young friend and return his prized possession. He's probably been waiting this whole time, wondering if his ball was worth all this trouble. (Spoiler alert: probably not, but hey, that's questing for you!)

Rewards

Quest Reward Display
  • 4 Quest points (not bad for a beginner quest!)
  • 6,325 Hitpoints experience (A nice boost for low-level accounts)
  • Access to the Witch's experiment in Nightmare Zone (If you're into that sort of thing)

Extra Perks

  • You'll need this quest done for Grim Tales later
  • Also required for the Lumbridge Guide section of Recipe for Disaster

Tips I Learned the Hard Way

  • Seriously, bring extra cheese. That mouse has a habit of disappearing at the worst times
  • If you're low level, those safespots are your best friends
  • The garden section is way easier with full run energy
  • Those rings of recoil can be lifesavers if your combat stats aren't great
  • If you lose the ball, don't panic - just hop worlds and try again

And there you have it! You've successfully infiltrated a witch's house, outsmarted her security mouse, dodged her garden patrol, and beaten up her science experiment - all to get a kid's ball back. Just another day in Old School RuneScape, right?

Now that you've finished this quest, you might want to look at Grim Tales or start working on Recipe for Disaster. Trust me, this is just the beginning of your adventures in sneaking around other people's houses!

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