Witch's House/Quick guide

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This quest has an in-depth guide.
It contains a more detailed description of dialogue, cutscenes, and storyline.

Details

Start pointMap icon Talk to the boy near the gate entrance of Taverley. Show on map
Official difficultyIntermediate
Official lengthVery Short
DescriptionA young boy who lives in Taverley has kicked his ball into the garden of a scary old lady. He asks you to get it back for him. This proves more difficult than it first sounds.
Requirements
  • The ability to defeat 4 monsters from level 19 to 53 without a break.
Items required
Recommended
Enemies to defeat
League notes

Asgarnia Asgarnia✓ — location requirement

Walkthrough

Entering the house

  • Talk to the Boy south-east of the long garden in Taverley, next to the members gate. (Chat 1•1)
  • Head west, then north to the front door of the house, across from the player-owned house portal.
  • Look-under the potted plant closest to the door for a door key and enter the door.
  • Read the Diary on the table
  • Climb down the ladder to the north, equip gloves, and enter the gate. (The boxes can be searched for a pair of leather gloves.)
  • Equip your leather gloves before opening the gate.
  • Search the cupboard for a magnet.
  • Climb up the ladder and go to the small southern room.
  • Drop cheese in the room and a mouse will come out.
  • QUICKLY use the magnet on the mouse.

Retrieving the ball

  • Go around the garden to the fountain without being caught by the Witch. (Full run energy or a stamina potion may be useful.)
    • Note: Use the hedges, getting caught means repeating all previous steps except for getting the door key. You cannot walk over the grass.
  • Check the fountain.
  • Go to the shed on the east and use the key on the door.
    • Warning: Attempting to take the ball now makes the Witch's experiment lower your combat stats.
  • Kill the Witch's experiment in all four forms.
    • Low levels can use the north-eastern corner to step under the first and second forms of the Witch's experiment until it goes north where it is safespottable with magic 1 tile south-west.
    • The third and fourth forms can be safespotted in the south of the shed past the ball.

Finishing up

  • Take the ball.
  • Leave the Witch's house by teleporting out, or by exiting through the garden then the front door.
    • Do not get caught or you will have to get the ball again. If the ball does not spawn when you lose it, hop worlds.
  • Go back to the boy and give him the ball.
  • Congratulations, quest complete!

Rewards

Unlocks:

Required for completing

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

Source siteOld School RuneScape Wiki
Canonical sourceWitch's House/Quick guide
Content licenseCC BY-NC-SA 3.0
License statusdeclared
PictureInstruction manual · file details

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