Last updated: Dec 11 2025

OSRS Witch's House Quest Guide: Safespot Experiments

OSRS Witch's House Quest Guide: Safespot Experiments

Witch's House is a short but tricky quest where you help a boy retrieve his ball from the garden of the witch, Nora T. Hagg. Along the way, you’ll need to sneak past the witch and defeat her dangerous experiments.

 

Difficulty: Intermediate
Length: Very short

 

General Questing Tips

  • Enable RuneLite Quest Helper in the plugin section.
  • Hold space bar to skip through dialogue quickly.
  • Use number keys for dialogue options.
     

Time to complete: Roughly 8 minutes for a beginner, assuming you avoid getting caught by the witch and use safespots effectively.

 

Item Requirements for Witch's House

  • Cheese (bring a couple extra in case you eat one by accident!) 
  • Leather gloves
  • Medium Ranged or Magic gear for safe-spotting the Witch's experiments (Wizard hat, robe, and Fire Blast recommended)

Ironman tip:

  • Cheese can be picked up at the location on the map below, either in Draynor Village or Port-Sarim...

cheese spawns

  • Leather gloves: Players can pick up leather gloves from here.

leather glove spawn

                           

Enemies to Defeat

  • Witch's Experiment (levels 19, 30, 42, 53) – all can be safespotted with the right strategy.

 

Recommendations

Falador Teleport:
The quest starts in Taverley, so the fastest way to get there is by teleporting to Falador first.
Use a Falador teleport tablet (buyable from the Grand Exchange), or cast the spell if you have 37 Magic, plus 1 Law rune, 3 Air runes, and 1 Water rune.
From Falador, run north into Taverley as shown in the map below.

 

Walkthrough

Step 1: Start the Quest

  • Head to Taverley using the method above if you meet the requirements.
    Talk to the boy near the town entrance. He’ll explain that his ball rolled into the witch’s garden, which starts the quest.

start of Witch's house

  • Choose dialogue options 1, 1 to agree to help and start the quest.
  • Look under the pot outside the witch’s house to find a key, then enter the house.

Witch's house

 

Step 2: Retrieve the Magnet and Gloves

  • Go down the ladder in the northern room (shown image below) to reach the basement.
  • Search boxes for leather gloves if you don’t have them yet.

witch's house basement

  • Equip the gloves, pass through the gate, and search the cupboard for the magnet.
  • Return upstairs and enter the southern room leading to the garden.
  • Use cheese on the mouse hole (or drop it if needed) to lure the mouse, then use the magnet to unlock the door.

mouse in Witch's house

 

Step 3: Sneak Past the Witch

  • In the garden, you’ll need to search the fountain to get the key for the western shed — but you must do it without getting caught by the witch.
  • She patrols the area back and forth, so move carefully and use the bushes as cover. The easiest method is to wait until she turns away, then follow her using the sidewalk from bush to bush. Each time she’s about to turn back, stop and hide behind the nearest bush until she walks off again then continue.

sneaking behind the witch

path to fountain in Witch's house

  •  Once you have the key, unlock the shed door.

Step 4: Safespot the Witch's Experiments

  • Inside the shed, defeat the Witch's Experiments to retrieve the boy’s ball. If low level, using a safespot is necessary.
  • Safespotting the first two experiments (levels 19 & 20): Stand in the northeastern corner as shown in the image below and lure the experiement. When it gets to the spot shown in the image below, right-click to walk under it and move to the safespot shown in the second image below to attack safely.

Safespotting the first 2 witch's experiement

safespot for first 2 witch experiment  

  • Final two experiments: Use the designated safespot shown in the image below.

safespotting the final 2 witch experiments  ball in witch's house

  •  After defeating all four forms, pick up the ball.
     

Step 5: Return the Ball

  • Now you have to return the ball to the boy. Avoid being seen by the witch; otherwise, she will teleport you outside and you will lose the ball. If that happens, the doors will remain unlocked, and the experiments will not respawn, allowing you to try again without repeating previous steps.
  • Return the ball to the boy to complete the quest.

 

Rewards from Witch's House

reward from Witch's house

  • 4 Quest Points
  • 6,325 hitpoints XP

 

Witch’s House is absolutely worth doing because the 6,325 Hitpoints XP can take a new account from level 10 HP up to around level 24, giving you a strong early boost for future quests and combat. Plus, unlocking Experiments in the Nightmare Zone provides an excellent melee-training option later on.

About Author

Petecleff13

Petecleff13 is a passionate writer who has authored hundreds of articles in many areas throughout the years. He has also played OSRS with several account builds for over 5 years. He uses his passion for playing OSRS and writing to provide informative guides for both novice and experienced OSRS players. He is originally from South Africa and joined LuckyCharmGold as an Author in 2020.

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