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QUEST 20 · MEMBERS

Witch's House

A 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.

Difficulty
Intermediate
Length
Very Short
Quest points
4
Released
27 February 2002
START POINT

Talk to the boy near the gate entrance of Taverley.

BEFORE YOU LEAVE THE BANK

Preparation

Requirements are gates. Recommendations are comfort and risk controls, not mandatory levels unless the game enforces them.

Requirements

  • The ability to defeat 4 monsters from level 19 to 53 without a break.

Items required

  • Cheese (You may wish to bring several in case you mess up. One source is in Draynor Village - Aggie's house)
  • Leather gloves or any of the gloves listed here (obtainable during the quest, may take some time)

Recommended

  • 35 Combat
  • Weapon, armour and some food
  • 4 free inventory slots

Enemies to defeat

  • Witch's experiment (level 19, 30, 42 and 53)

ACTION CHECKLIST

Walkthrough

Nested rows are alternatives, dialogue selections, or substeps under the action above them. Recheck the pinned source after a game update.

Entering the house

  1. 01

    Talk to the Boy south-east of the long garden in Taverley, next to the members gate. Dialogue: What's the matter? → Ok, I'll see what I can do.

  2. 02

    Head west, then north to the front door of the house, across from the player-owned house portal.

  3. 03

    Look-under the potted plant closest to the door for a door key and enter the door.

  4. 04

    Read the Diary on the table

  5. 05

    Climb down the ladder to the north, equip gloves, and enter the gate. (The boxes can be searched for a pair of leather gloves.)

  6. 06

    Equip your leather gloves before opening the gate.

  7. 07

    Search the cupboard for a magnet.

  8. 08

    Climb up the ladder and go to the small southern room.

  9. 09

    Drop cheese in the room and a mouse will come out.

  10. 10

    Use the magnet on the mouse.

Retrieving the ball

  1. 01

    Go around the garden to the fountain without being caught by the Witch. (Full run energy or a stamina potion may be useful.)

  2. Note: Use the hedges, getting caught means repeating all previous steps except for getting the door key. You cannot walk over the grass.

  3. 02

    Check the fountain.

  4. 03

    Go to the shed on the east and use the key on the door.

  5. Warning: Attempting to take the ball now makes the Witch's experiment lower your combat stats.

  6. 04

    Kill the Witch's experiment in all four forms.

  7. 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.

  8. The third and fourth forms can be safespotted in the south of the shed past the ball.

Finishing up

  1. 01

    Take the ball.

  2. 02

    Leave the Witch's house by teleporting out, or by exiting through the garden then the front door.

  3. 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.

  4. 03

    Go back to the boy and give him the ball.

  5. 04

    Congratulations, quest complete!

QUEST COMPLETE

Rewards

  • 6,325 Hitpoints Hitpoints experience
  • Witch's experiment (multiple forms) accessible in the Nightmare Zone.

REVISION-PINNED EVIDENCE

Verify the guide after updates.

Facts and walkthrough actions are adapted from Old School RuneScape Wiki contributors under CC BY-NC-SA 3.0. This page is fan-made and not affiliated with Jagex.