Baldur’s Gate 3’s owlbear cub — encountered in Act One in a cave with its mother — can become a camp companion if a specific sequence of choices is made across three separate encounters, none of which are flagged as connected. The cub must be spared in the cave, encountered again in the goblin camp, and then persuaded (or allowed) to flee before the camp is cleared.
The cub arrives at the player’s camp without announcement. There is no notification, no quest completion flag, and no tutorial hint that it is possible. It simply appears one rest later, curled near the campfire, and from then on participates in camp scenes with increasing comfort.
Larian Studios built one of the game’s most well-loved companions into a three-step detection puzzle with no reward indication. Players who discovered the cub arrival without knowing it was possible have described it as one of the game’s most genuinely surprising moments — a gentle thing in a game that otherwise rewards preparation.
The owlbear cub also has unique dialogue interactions with Halsin after Act Two, which most players who find the cub reach before meeting Halsin. The dialogue acknowledges a history between the druid and the creature that neither party discusses until prompted.

The amount of craft that went into hiding this detail is remarkable. Pure game design artistry.
The level of craft hidden in the background of this game is genuinely moving. They made it for someone.