Rs- Why Complete the Witch’s House Quest?



The Witch’s House quest in Old School RuneScape (OSRS) is a must for any new player looking to enhance their Hitpoints early on. This beginner-friendly quest delivers significant rewards, including a boost of 6,325 Hitpoints experience, making it an essential task for low-level adventurers. In this comprehensive guide, we’ll walk you through every step,OSRS Gold  from preparation to completion, ensuring a smooth and rewarding experience.

Why Complete the Witch’s House Quest?

The Witch’s House quest is a short and engaging mission that offers one of the best early-game rewards for new players. With no prior quests required and minimal combat challenges, this adventure provides an accessible introduction to OSRS questing. By completing the quest, you’ll gain:

4 Quest Points

6,325 Hitpoints experience

Access to the Witch’s experiment in Nightmare Zone

Additionally, the quest is a prerequisite for Grim Tales and Recipe for Disaster (Lumbridge Guide section), making it a stepping stone for more advanced content.

Quest Requirements and Recommendations

Requirements

None: No prerequisite quests are needed.

Combat Ability: Be prepared to defeat Level 19-53 monsters in succession.

Items Required

Cheese: Bring multiple pieces to avoid running out due to mistakes.

Leather Gloves: Obtainable during the quest if you don’t already have a pair.

Recommended

Combat Level 35+: Higher levels make the fights significantly easier.

Decent Combat Gear: Equip your best armor and weapon for the fight.

Food: Bring healing items such as lobsters or better.

4 Free Inventory Slots: Ensure you have space for quest items.

Rings of Recoil: Great for passive damage, especially for low-level players.

Step-by-Step Quest Guide

1. Starting the Quest

Head to Taverley’s eastern gate and speak with the boy. He’ll explain that his ball is trapped in the witch’s garden. Agree to help him by selecting chat options 1-1.

2. Entering the Witch’s House

Go west and north to the witch’s house.

Search under the potted plant near the front door to find a key.

Use the key to unlock the front door and enter the house.

3. Retrieving the Magnet

Descend the ladder to the basement.

Equip leather gloves before opening the gate. If you don’t have gloves, search the nearby boxes to find a pair.

Search the cupboard to retrieve the magnet.

Return upstairs and enter the south room.

4. Using the Cheese

Drop a piece of cheese near the mouse hole in the south room.

Wait for the mouse to appear, then use the magnet on the mouse to obtain it.

5. Navigating the Garden

Enter the garden stealthily, avoiding the witch’s line of sight. Full run energy is highly recommended.

Use the hedges for cover to avoid detection. If caught, you’ll be reset to the beginning of the garden.

Make your way to the fountain and grab the key.

Use the key to unlock the shed door.

6. Preparing for Combat

Do not grab the ball yet! Doing so will trigger the experiment and drain your combat stats if you’re unprepared.

Equip your combat gear and heal up before initiating the fight.

Fighting the Experiment

The experiment has four forms, each progressively stronger. Use safespots and food to manage the fight effectively.

Form 1: Skavid (Level 19)

HP: 21

Damage: Low

This form is straightforward; use melee or ranged attacks to defeat it quickly.

Form 2: Spider (Level 30)

HP: 31

Damage: Moderate

Slightly tougher than the first form but manageable with decent gear.

Form 3: Bear (Level 42)

HP: 41

Damage: Higher consistency

Position yourself in the shed’s south side for a safespot if needed.

Form 4: Wolf (Level 53)

HP: 51

Damage: Max hit of 5

The most challenging form. Utilize safespots and Rings of Recoil for passive damage.

Combat Tips

Use the northeast corner of the shed for safespots during the first two forms.

Switch to the south side for the bear and wolf forms.

Bring plenty of food and prayer potions if necessary.

Rings of Recoil can make a significant difference for low-level players.

Completing the Quest

After defeating all four forms, grab the ball.

Carefully navigate back through the garden without being spotted by the witch.

Alternatively, teleport out and return to the boy near Taverley’s eastern gate.

Hand over the ball to complete the quest.

Rewards

Completing the Witch’s House quest grants:

4 Quest Points

6,325 Hitpoints experience: A significant boost for low-level accounts.

Access to the Witch’s experiment in Nightmare Zone.

These rewards make the quest especially valuable for new players aiming to increase their survivability in combat.

Additional Perks

The quest is a requirement for Grim Tales and Recipe for Disaster (Lumbridge Guide section).

Higher Hitpoints early in the game significantly enhance your survivability.

Final Tips

Bring Extra Cheese: The mouse can be finicky, and you don’t want to run out.

Use Safespots: Leverage safespots in the shed to minimize damage during combat.

Maintain Full Run Energy: Essential for navigating the garden without being caught.

Bring Rings of Recoil: Ideal for passive damage against tougher experiment forms.

Switch Worlds if Necessary: If you lose the ball or encounter issues, switching worlds can reset certain quest elements.

With this guide, you’re now equipped to tackle the Witch’s House quest confidently. From sneaking through the garden to defeating the witch’s experiment, this adventure promises both challenge and  RS Gold for sale reward. Recovering a boy’s ball has never been so thrilling—welcome to the adventurous world of OSRS!
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