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Instruction manual
This quest has a quick guide found here.
It briefly summarises the steps needed to complete the quest.

Details[]

Start point Talk to the boy near the gate entrance of Taverley. Talk to the boy near the gate entrance of Taverley.
Official difficulty Intermediate
Description 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.

Length Short
Requirements The ability to defeat 4 monsters from level 19 to 53 without a break.
Items required

Recommended:

Enemies to defeat

Walkthrough[]

Getting started[]

Boy location

The start point.

Witch's House - Boy

Talking to the boy.

First off, make your way to Link to Taverley Taverley and look for a Chat head image of boy, File:boy chathead boy near the east entrance to Taverley walking along the hedges; talk to him. He'll say he kicked his Item image of %7B%7B%3Aball%7D%7D, File:ball ball over the hedge and into the garden. He says the Nora T. Hagg witch living in the house has taken the ball and put it in the shed. The boy wants you to get it back for him. Tell him you'll see what you can do.

Breaking in[]

Witch's House - Breaking in

The location of the key.

Make your way around the hedge to come to the door of the house - you'll find it is locked. Search the pot north of the door to find a Item image of %7B%7B%3ADoor+key+%28Witch%27s+House%29%7D%7D, File:Door key (Witch's House) door key, and enter the house. Go inside; then, take the Item image of %7B%7B%3ADiary+%28Witch%27s+House%29%7D%7D, File:Diary (Witch's House) diary on the table. Read all of it.

Getting to the garden[]

Now, take the ladder in the room to the north into the basement. If you don't already have leather gloves, search the boxes. It may take a few dozen tries. While wearing your Item image of %7B%7B%3Aleather+gloves%7D%7D, File:leather gloves leather gloves, go through the gate and search the cupboard for the Item image of %7B%7B%3AMagnet+%28Witch%27s+House%29%7D%7D, File:Magnet (Witch's House) magnet (be sure to finish the dialogue). Then, go back up the ladder and into the little room with the door that leads to garden and drop your Item image of %7B%7B%3Acheese%7D%7D, File:cheese cheese. Suddenly, a mouse will come out; use the magnet on the mouse, and it will unlock the door. Be quick, the mouse will go away after a while and you will lose your cheese and have to get another one. After you attach the magnet to the mouse, enter the door into the garden.

Getting past the witch[]

Once you are in the garden, you will see the Nora T. Hagg witch walking up and down the middle. Make your way all the way around the garden using the bushes as cover until you reach the fountain.

Do not cross the garden behind her back! She will turn around and teleport you outside of the garden, requiring you to use the Item image of %7B%7B%3AMagnet+%28Witch%27s+House%29%7D%7D, File:Magnet (Witch's House) magnet on the mouse again. Check the fountain and you will find the Item image of %7B%7B%3AKey+%28Witch%27s+House%29%7D%7D, File:Key (Witch's House) key to the shed.

Witch's experiment[]

Make your way to the shed and use the Item image of %7B%7B%3AKey+%28Witch%27s+House%29%7D%7D, File:Key (Witch's House) key on it. Do not take the ball. If you do, your Link to combat combat stats will be decreased. Attack the Witch's experiment Witch's experiment. Each time you kill the experiment, it changes to a stronger form. You will have to kill the experiment a total of four times before it is eventually defeated - the first stage being a skavid (level 19), then a spider (level 30), then a bear (level 42), and finally, a wolf (level 53). If you flee during the battle, you will have to start again.

Witch's House - Fighting the Witch's experiment

Fighting the Witch's experiment.

For hitpoints pures or anyone else who only wants to use ring of recoil: They have 21, 31, 41, and 51 hitpoints respectively for a total of 144. This requires 4 rings of recoil, as each breaks after dealing 40 damage. You might want to bring an extra one for whatever reason. Their max hits also increase by 1 for each form. The skavid deals a max hit of 2, while the wolf deals up to 5. Bring lots of pineapple or anchovy pizza depending on your hitpoints level and purple sweets. If you don't want to tank them as much, bring a Item image of %7B%7B%3AWeapon+poison%28%2B%2B%29%7D%7D, File:Weapon poison(++) super poisoned Item image of %7B%7B%3Abone+dagger%7D%7D, File:bone dagger bone dagger or super poisoned Item image of %7B%7B%3AIron+knife%7D%7D, File:Iron knife iron knives and attack until you see poison damage, then hide behind the table with the ball on it.

It is possible to Link to Safe spot safespot the third and fourth forms of the experiment by walking between the sacks and the crate with the Item image of %7B%7B%3Aball%7D%7D, File:ball ball on it all the way to the wall and using Skill icon of Ranged, File:Ranged icon Ranged or Skill icon of Magic, File:Magic icon Magic attacks to finish off the last two forms.

Once you have killed the experiment in all of its forms, take the ball and head out. As before, do not let the witch see you, or she will teleport you outside, and you will lose the ball.

Make your way back to the Chat head image of boy, File:boy chathead boy and return the ball to him to complete the quest.

Rewards[]

Witch's House reward scroll

Required for completing[]


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