Last updated: Nov 20 2025

OSRS Witch's House Quest Guide

OSRS Witch's House Quest Guide

Witch's house is a quest about a boy whose ball fell into the garden of a witch, Nora T.Hagg. The player needs to retrieve the ball to complete the quest.

  

Difficulty: Intermediate

Length: Very short

 

General Questing recommendations: Enable RuneLite Quest Helper in your RuneLite plugin section, hold your space bar to skip through NPC dialog, and use number keys for chatting dialog.  

Time taken: I completed the Witch's house in roughly 8 minutes.

 

Items required for Witch's House

  • Cheese  
  • Leather gloves
  • Medium ranged or magic levels and gear to defeat the Witch's experiment: Wizard robe, hat, and fire blast spell will work perfectly when safe spotting the Witch's experiment.

 

Obtaining the required items on Ironman

  • Cheese: Players can pick up cheese in any of these locations.

cheese spawns

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

leather glove spawn

                         

Enemies to defeat

Witch's experiment (level 19, 30, 4,2, and 53) - Safe-spottable

 

Walkthrough of Witch's House

  • Go to Taverley and talk to the boy near Taverley. He says he kicked his ball over a hedge into the witch's garden. Reply 1, 1 to help him and start the quest. Go around to the quest icon below and look under the pot just outside the Witch's house to find a key. Open the door to enter the house.

start of Witch's house

Witch's house

  • Go down the ladder in the northern room to enter the basement. If you don’t already have leather gloves, search the boxes for a pair — it may take several attempts to find them. Equip the gloves, go through the gate, and search the cupboard for the magnet. Return up the ladder and enter the southern room with the door leading to the garden. You can either drop the cheese or use it on the mouse hole if dropping it doesn’t work. Be quick: the mouse will disappear after a while, causing you to lose your cheese and requiring you to get another one.
  • A mouse will then appear — use the magnet on the mouse to unlock the door. Enter the door to access the garden.

witch's house basement

mouse in Witch's house

 

Hiding from the Witch

  • Now, you need to search the fountain in the garden for the key to access western shed. The witch walks back and forth in the garden so don't directly go to the fountain or you will get caught. While the witch is walking away as shown below, walk behind her on the sides of the garden. Anytime she turns around and faces your direction, make sure you stay behind one of the bushes, or you will get caught. When you get the key, use it on the shed door to open it.

sneaking behind the witch

path to fountain in Witch's house

Safespotting the Witch's Experiments

  • You need kill the Witch's experiment in the shed to retrieve the boy's ball. I did this easily with 20+ HP and 35+ magic for fire blast. The Experiments can be killed with lower stats but it becomes more risky and will take longer. To safe-spot the first two experiments (levels 19 and 20), stand in the northeastern corner when they are aggressive to you then right-click to walk under it to lure it toward the corner. When it is in the northeastern corner, move to the safespot shown in the second image below to attack it safely.

Safespotting the first 2 witch's experiement

safespot for first 2 witch experiment  

  • The final 2 Experiments can be safespotted with the spot shown below. After killing all 4 forms of the Witch's experiment, pick up the ball and return to the boy outside to complete the quest. Avoid being seen by the witch, or she will teleport you outside and you’ll lose the ball. If this happens, the doors will stay unlocked and the experiment will not respawn, allowing you to try again without repeating earlier steps. You can also teleport out of the area to bypass the witch while keeping the ball. Finally, return to the boy and give him the ball.

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

 

Rewards from Witch's House

reward from Witch's house

  • 4 Quest Points
  • 6,325 hitpoints XP

 

Unlocks all forms of the Witch's experiment in the Nightmare Zone. These are good for melee training. Completion of Witch's House is required for Grim Tales and Recipe for Disaster/Freeing the Lumbridge Guide.

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.

Back to Blog