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Lonk the Sane is a dwarven wizard aligned with the Cowled Wizards who serves as a caretaker at Spellhold, also known as The Residence for the Magically Deviant. Here, he attempts to keep the inmates docile and in-order with cajoling, offers of baked goods, and powerful magical abilities.

But I suppose you ARE out of your mind, so I will explain. This is Spellhold, I am Lonk, you are an inmate, and this is recreation time. Frolic, if you please.

— Lonk if party is committed by Desharik

History[]

During 1369 DR (the time of Baldur's Gate II: Shadows of Amn), Lonk was working at Spellhold. When Jon Irenicus broke out and massacred the Cowled Wizards working at the asylum, he chose to spare Lonk for reasons that the player never comes to learn.

Gameplay[]

If the player opts to enter the asylum by having themselves declared insane by the Pirate Lord, Lonk will greet them once they wake up in their cells, explaining who he is in a perfunctory manner before telling them to join the other inmates in their rest period.

Regardless of how they entered the asylum, after the party fights their way back to the Main Floor from the testing dungeon below, Lonk will intercept them and incredulously demand they go back to their cells. The player can demand or ask for the "key', but Lonk will never give it to the party (there is no actual key or item for this section of the plot). Other dialogue options are needed to prevent hostilities. The party can try and bribe Lonk or convince him to just free the inmates and step aside.

Convince Lonk: For brevity's sake, the party spokesperson (position number 1 of the party order) will be checked for an {unknown ReactionLT value in the game files) lower or upper value (might be Party Reputation, Charisma or Wisdom or combination value  [verification needed]) to convince Lonk to allow the inmates to be freed or offer a bribe. The party may say:

"You only follow him out of fear. I'll destroy him with the help of the inmates."

And Lonk will either reply in the negative or positive to convince him, based on the reaction check. He'll say either:

"No, no, I really don't think you can pull it off. You are just not convincing enough in your manner. Back to your cells before I get in trouble." = failed reaction check.
"You think... you could? Hmmm... That's a new way to look at it. I don't like him much, and he's never been less than rude to me." = successful reaction check.

If the reaction check is successful, Lonk will say:

"You know, I really preferred Wanev as director. It was a shame what Irenicus did to him. I will help you, I think. You may do as you wish with the inmates. I'll be back when this mess is cleared up."

The party may now move forward to address the wacko inmates. Lonk will never be seen again.

Bribe Lonk: To properly bribe Lonk requires selecting the correct dialogue choice, and to offer 2,000 gold pieces. The player can also offer 200 or 10,000 gold pieces, but these will prompt Lonk to attack - the former for the paltry scale of the bribe, the latter out of incredulous dismissal that the player could have that much money. If the wrong choice is made it's too late to counteroffer or change the offer. If he accepts the bribe Lonk says:

"2,000! That's... that's a fortune! I could get pretty far on that... yes, <PRO_SIRMAAM>... hmmm. All right, if you want them out so badly, I'll let them out. I'd better head straight for the docks and get out myself though. Irenicus is going to be incensed."

The party may progress to address the crazy inmates. Lonk will never be seen again.

Fight Lonk: If the party decides to fight the mage, once hostilities begin the mage will be able to launch a forcecast group of protective buffs to include: Stoneskin, Spell Turning and Protection From Electricity (spell). Next the script looks for the party members in detection range that are under certain spell effects - if any are detected Lonk casts a Remove Magic. After that a Mirror Image is attempted.

Now, if able, the mage will attempt some offensive oriented spell casts. Expect a Abi-Dalzim's Horrid Wilting, Power Word, Kill, Finger of Death (wizard) and so forth. If Lonk is disabled with a Silence effect, he'll initiate a Vocalize. Several other contingency triggers can be used to rapidly get up more defenses in the battle, such as more Stoneskin, Spell Turning, or Globe of Invulnerability protections.

After Lonk is destroyed, the party is able to go forward and find the sanity-challenged inmates to progress the plot. Just before doing this, it is a good time to apply some buffs as the battle with irenicus is coming next.

Lonk is fitted with the MINHP1.ITM during his first appearance, but this is removed during the second encounter.

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

The Sword Coast Stratagems mod revises Lonk's AI scripts especially with the "Smarter Mage" component. Upon install the mod randomizes mage kits, and Lonk might be a Necromancer or Enchanter for example. The mod assigns a new spellbook of available mage spells for use, and depending on the selected game difficulty, can include mage High-level class ability choices as well.

Lonk opens hostilities with the following previously cast spells: Spell Trap, Minor Globe of Invulnerability, SI Abjuration (or Dispelling Screen with the SR mod, Shield (spell), Protection From Normal Missiles, Protection From Fire (wizard), Stoneskin, and Animate Dead (wizard) (or Animate Skeleton Warrior with the SR mod).

Lonk has prepared and ready to instantly launch a Minor Sequencer, Spell Sequencer and Spell Trigger. Expect a Time Stop and on certain settings a Improved Alacrity followed by numerous spell casts.

With Lonk defeated, the party can just walk into the cellblock area and contact the mentally challenged inmates.

Mod gallery[]

Portraits from Portraits Portraits Everywhere

External links[]

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