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The Witch’s House Quest in OSRS

Jan-13-2025 PST

The Witch’s House quest in Old School RS is one of the first quests any player should tackle to gain a substantial boost to their Hitpoints level. It’s a short, beginner-friendly quest with minimal requirements. Grab your fire staff, some cheese, and let’s dive into the steps to conquer this fun and rewarding adventure.

 

If questing isn’t your thing, consider using our OSRS Quest Services to have specialists handle those annoying or lengthy tasks for you.

 

Quest Requirements and Recommendations

 

Requirements

 

None: No prior quests required.

• Ability to defeat Level 19-53 monsters in succession.

 

Items Required

 

• Cheese (bring extras in case of mistakes).

• Leather gloves (can be obtained during the quest).

 

Recommended

 

• Combat level 35+ for easier fights.

• Decent combat gear and food.

• 4 free inventory slots.

 

Short Guide

 

Getting Into the House

 

1. Start by talking to the boy near Taverley’s eastern gate. (Choose Chat Option 1-1.)

2. Head west and north to the witch’s house front door.

3. Search under the closest potted plant to find a key.

4. Enter the house and go down the ladder.

5. Search the boxes for leather gloves if needed.

6. Equip the gloves before opening the basement gate.

7. Search the cupboard for a magnet.

8. Return upstairs and enter the south room.

9. Drop cheese near the mouse hole and wait for the mouse.

10. Use the magnet on the mouse when it appears.

 

The Garden Section

 

1. Navigate the garden without getting spotted by the witch. Full run energy is highly recommended.

2. Use hedges for cover; getting caught will reset your progress.

3. Reach the fountain and grab the key.

4. Use the key to unlock the shed door. Important: Do not grab the ball yet, or the experiment will drain your combat stats.

 

Fighting the Experiment

 

Defeat all four forms of the experiment in sequence:

 

1. Skavid (Level 19): Low damage and 21 HP.

2. Spider (Level 30): Hits slightly harder with 31 HP.

3. Bear (Level 42): Stronger attacks with 41 HP.

4. Wolf (Level 53): The toughest form, with 51 HP and a max hit of 5.

 

Low-Level Tip: Use safespots. For the first two forms, use the northeast corner. For the last two, use the shed’s south side.

 

Finishing Up

 

1. Grab the ball after defeating all forms.

2. Teleport out for safety or carefully navigate back through the garden without being spotted.

3. Return the ball to the boy to complete the quest.

 

Long Guide

 

Starting Your Adventure

 

Find the boy near Taverley’s eastern gate. He’ll explain that his ball is stuck in the witch’s garden. Agree to help him, setting the stage for your journey into the witch’s mysterious domain.

 

Breaking In

 

Head west and north to the witch’s house. Check under the potted plant by the front door to find a key. Use it to enter the house.

 

The Mouse and Magnet

 

1. Descend the ladder to the basement.

2. Equip leather gloves before opening the gate. If you don’t have gloves, search the boxes to find a pair.

3. Search the cupboard to retrieve the magnet.

4. Upstairs, enter the south room. Drop cheese near the mouse hole and wait for the mouse to appear. Use the magnet on the mouse to retrieve it.

 

Navigating the Garden

 

Entering the garden is a stealth mission. The witch patrols the area, and getting caught resets your progress. Stick to the hedges for cover and make your way to the fountain. Once there, grab the key and head to the shed.

 

The Experiment Fight

 

Inside the shed, you’ll face the experiment’s four forms:

 

• Form 1 (Skavid): Easy to defeat with minimal damage.

• Form 2 (Spider): Slightly tougher but manageable.

• Form 3 (Bear): Stronger with more consistent hits.

• Form 4 (Wolf): The final and most challenging form.

 

Tips for Combat:

 

• Use safespots: For the first two forms, position yourself in the northeast corner. For the final two, use the south side of the shed.

• Bring Rings of Recoil for low-level players; they’re effective in dealing passive damage.

• Ensure you have enough food and energy for the fight.

 

Wrapping Up

 

After defeating the experiment, take the ball and leave the shed. Either teleport out for safety or sneak through the garden again. Return the ball to the boy to complete the quest.

 

Rewards

 

• 4 Quest Points

• 6,325 Hitpoints experience (ideal for low-level OSRS accounts).

• Access to the Witch’s experiment in Nightmare Zone.

 

Extra Perks

 

• Required for Grim Tales and Recipe for Disaster (Lumbridge Guide section).

• Helps boost early-game survivability with higher Hitpoints.

 

Final Tips

 

• Always bring extra cheese. The mouse can be unpredictable.

• Use safespots if you’re a low-level player.

• Ensure you have full run energy for the garden section.

• Rings of Recoil can significantly simplify the fight.

• If you lose the ball, switch worlds and try again.

 

With this guide, you’ve successfully infiltrated the witch’s house, evaded her traps, and defeated her monstrous experiment. All this to recover a kid’s ball—just another day in the adventurous world of Old School RuneScape!

 

RSorder Team