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Witch's House Quest Guide

Members4 Quest Points

Updated September 2026

Witch's House is an Intermediate very short quest that rewards 6,325 Hitpoints experience and Witch's experiment (multiple forms) accessible in the Nightmare Zone.

Overview

DifficultyIntermediate
LengthVery Short
Quest points4
SeriesNone
Start pointTalk to the boy near the gate entrance of Taverley.

Requirements

Other Requirements

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

Items Needed

  • 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

Walkthrough

Video walkthrough by Slayermusiq1.

  1. Head west, then north to the. 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.)
  2. Equip your leather gloves before opening. 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.
  3. Use the magnet on the mouse. Use the magnet on the mouse. 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.
  4. Warning. 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.
  5. Leave the Witch's house by teleporting. 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

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

Witch's House FAQ

01What are the requirements for Witch's House?

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

02What items do I need for Witch's House?

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).

03What are the rewards for Witch's House?

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

04How long does Witch's House take?

Witch's House is rated Intermediate difficulty and very short in length.

05Can I do Witch's House at level 3?

It has no skill requirements and is Very Short, but you must defeat four monsters from level 19 to 53 without leaving, so low-level accounts need food and safe tactics.

06What does Witch's House unlock?

It awards 6,325 Hitpoints experience and is required for Grim Tales and Recipe for Disaster (Freeing the Lumbridge Guide).

07What should I watch out for in Witch's House?

The Witch's experiment changes form four times (levels 19, 30, 42 and 53) and fleeing restarts the fight, so stock up on food; bring cheese for the mouse and leather gloves, and the first two forms can be safespotted.

Next Quest

See every quest in the game, or find the next one on the optimal route.