My Unbreakable Vows: The Choices I Can Never Forsake in Baldur's Gate 3
Baldur's Gate 3 adventure and companion choices shine in this heartfelt guide, revealing must-keep allies and unbreakable vows for 2026 players.
The year is 2026, and the world has spun countless times since the Nautiloid first crashed upon the Sword Coast. Yet, for me, the heart of the adventure still beats within the memory-laden stones of Baldur's Gate 3. I have walked its paths more times than the stars have witnessed the moon's cycle—some journeys reaching a triumphant crescendo, others fading like mist in the early light of Act 1. Hundreds of hours, hundreds of tales, and still, the game's siren call is irresistible, woven from the infinite tapestry of choices it offers. Yet, amidst this boundless freedom, there are paths my soul has mapped in indelible ink, decisions that have become as much a part of me as the tadpole once was. These are the vows I cannot, and will not, break.

Can a journey truly begin without a faithful friend? From the moment my boots touch the ravaged beach, my course is set. I navigate the grove's tensions and the goblin camp's brutalities with a singular, unwavering purpose: to find him. There, beside the still form of his former master, waits Scratch. His gentle eyes hold a universe of loyalty. To imagine a campfire without his comforting presence, a trail without his joyful barks and treasure-finding sniffs, is to imagine a sky without stars. He is my first and most constant companion.
And when the road winds to Rivington in Act 3, and the so-called kennelmaster, Angry Mar'hyah, extends her offer with a cruelty that chills the bone... my answer is a fortress. Never. I have seen the misery in the eyes of her other charges. To surrender Scratch to such hands? It is an inconceivable betrayal. My pack protects its own, always.

The forest holds another soul in need, a fluffy paradox of danger and innocence. Yes, securing the owlbear cub's future comes with a heavy price—a confrontation with its parents that leaves my heart aching every single time. But is the comfort of a clean conscience worth a camp devoid of his chaotic, endearing presence? The answer, for me, is a resounding no. Even when I tread the darkest path, when the Urge whispers promises of blood, a space remains soft and sacred for this little creature. He will have a home, a name, and all the treats a growing owlbear could desire. My camp is not complete without the pitter-patter of his claws and the curious tilt of his head.

Moonrise Towers holds many temptations, but none so personally revolting as the bargain offered by Araj Oblodra. Her desire is plain: a vampire's bite. Her attitude, however, is that of a collector inspecting livestock. She speaks of Astarion not as a person, but as property, implying I hold his leash and can command his teeth. The potency of the potion she offers is irrelevant, a gleaming trinket next to the principle at stake.
Could I ever trade a friend's autonomy, his hard-won sovereignty over his own body, for a temporary boost in power? The very thought curdles my blood. My refusal is immediate, absolute. I relish the moment, often standing before her marked by the Bloodless status—a quiet, proud testament to the truth she refuses to see: that with respect, with consent freely given, Astarion's trust is the greatest prize of all. No merchant's ware can compare.

Not all unbreakable habits are born of sentiment. Some are forged in the heat of pragmatic necessity. I confess, I was a purist in my early runs, fearing the spoilers that lurked beyond the game's borders. It wasn't until my third awakening on that illithid ship that I learned of the Everburn Blade and its fiery promise. Now? It is a ritual. Shadowheart's divine command, "Drop,\" rings out in the chaos of the Nautiloid until Commander Zhalk's greatsword clatters to the floor. This weapon, a sliver of the Hells itself, turns early struggles into triumphant skirmishes. I admit with a sheepish grin that I have, on occasion, scolded the dice gods and restarted an entire run solely because the blade slipped through my grasp. Some advantages are simply too sweet to ignore.
Beyond these grand commitments lie the small, cherished rituals that give the journey its color. These are the moments I actively seek, the optional dialogues that weave the true fabric of my adventure:
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The Wizard's Welcome: When Gale's hand emerges from the fractured portal, I don't just pull him to safety. I offer a triumphant, solid high-five. It sets the tone for our partnership—one of camaraderie, not just rescue.
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A Questionable Snack: In the silent Gauntlet of Shar, I will always, without fail, consume the poisoned spider meat. Even though the whispers from the developers themselves warn of potential illness in more recent times, the sheer, absurd horror of it is a tradition I uphold. A little stomach ache is a small price for the story.
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Barn Door Diplomacy: The Abandoned Village holds a secret in its barn. Do I knock? I do not. I barge in. The startled reaction of the amorous ogre and bugbear is a moment of pure, chaotic comedy that never fails to delight.
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A Queen's Greeting: When the spectral, terrifying form of Queen Vlaakith commands me to bow in the Githyanki Creche, my hand does not move to my waist. It rises, fingers wiggling in a cheerful, irreverent wave. The sheer audacity of it, the defiance in the face of god-like power, is a spark of rebellion I must always kindle.
So here I stand, in 2026, a veteran of countless lives lived in this world. The game may offer boundless divergence, a symphony of potential endings, but my melody has its refrain. It is written in the loyalty of a dog, the safety of a cub, the respect for a friend's choice, the gleam of a hard-won blade, and a thousand small, defiant joys. These are my constants. These are the choices that make the story, ultimately, mine.