Conrad "Connie" Kellogg is a Magnum-toting, ruthless, and highly skilled mercenary who serves as the Institute's primary operative within the Commonwealth. He appears as the secondary antagonist in Fallout 4.
Born in 2179, Kellogg hails from the New California Republic on the West Coast. As a child, he lived in an impoverished household with his abusive father, a former raider, and his cynical, but loving mother. Being an alcoholic and abusive parent, Kellogg's father was unreliable as a provider for the family. Instead, Conrad's mother turned to her son for support, while also teaching him that relying on others was foolishness, and that the only things in the world he could depend on was himself and his own gun. Kellogg eventually ran away from home and became a mercenary.
As an adult, Kellogg met a woman named Sarah in the Hub. They eventually married and moved to San Francisco, where they had a daughter, Mary. Though Kellogg worked for the Shi as an enforcer, his family was murdered by unspecified assailants, whom he later killed in retaliation.
After the death of his family, Kellogg spent his life traveling eastward, working as a mercenary willing to do any job no matter how dirty, usually performing assassinations. Some time later, he reached the East Coast and the Commonwealth, where he was eventually found by the Institute. While the Institute originally sent a proxy to confront and eliminate him (for allegedly tampering in their operations through his mercenary activity), he convinced them to hire him, proving himself by effortlessly eliminating several synths trying to kill him. Since then, he was hired to act as their primary surface operative, due to his extensive experience working in the Wasteland, something which the Institute's members lacked. However, in his words, he was despised by Institute personnel for being a "dirty surface degenerate," but his expertise in the field left them with no choice but to have him as their main operative.
Kellogg was eventually tasked with leading a team of Institute scientists in invading Vault 111. The Institute required radiation-free test subjects, and the vault's cryogenically-preserved residents were the perfect candidates. The Institute learned of an infant; Shaun, and dispatched Kellogg to retrieve him from the vault. After finding the pod containing the boy in his parent’s arms, the team opened it up to retrieve the child. Kellogg ended up killing his awoken and confused parent; Nate/Nora, after they resisted. Kellogg then taunted the surviving parent, remarking that at least the "backup" will be unharmed before leaving the vault; Shaun's DNA was used by the Institute to complete the Generation 3 synths.
At some point, Kellogg was cybernetically enhanced by the Institute, which slowed his aging and extended his lifespan. By 2287, he is over 108 years old, but physically appears to be less than half of that, having roughly the same appearance as he did when he kidnapped Shaun, despite 60 years passing. Decades later, after kidnapping Shaun, Kellogg was sent, against his better judgment, to Diamond City with a synth sharing the appearance of a ten year old Shaun. Kellogg described it as a "pet project" of Shaun's, although he realized later that he served as bait for the Sole Survivor. He eventually abandoned the house after X6-88 came to collect synthetic Shaun on behalf of the Institute. He was then tasked with tracking down the rogue Institute scientist Dr. Brian Virgil, who had recently fled from the Institute. In preparation for tracking down Dr. Virgil, Kellogg set up a base of operations in Fort Hagen, though he became injured in several battles on his way from Diamond City, forcing him to take time to recuperate in Hagen.
With help of Dogmeat, the Sole Survivor is able to track Kellogg to his base of operations. They fight through Fort Hagen's synth detail, as Kellogg taunts them, offering the Survivor a chance to turn back. As the player character approaches, Kellogg takes note of their determination and allows them a chance to talk to him, by revealing himself and ordering his synths to stand down. Kellogg informs the Sole Survivor that Shaun is no longer with him, but with the Institute. The conversation inevitably leads to a fight which results in Kellogg's demise. Kellogg's conscience goes on to wonder if Shaun had deliberately placed him in the Sole Survivor's path as a way of eliminating him as a loose end.
The Sole Survivor is able to access Kellogg's memories with the use of his Cybernetic brain augmenter, and the aid of Nick Valentine and Dr. Amari. After leaving Kellogg's memories, the last echoes of the mercenary's consciousness speak to the Sole Survivor through Nick's body, taunting them for one last time.
Interactions with the player characterEdit
|This character is involved in quests.|
Effects of player's actionsEdit
|Apparel||Weapon||Other items||On death|
Kid's pajamas (as kid in Dangerous Minds)
|Kellogg's terminal password
Cybernetic brain augmenter
Cybernetic pain inhibitor
Cybernetic limb actuator
- Kellogg is a very powerful opponent, with decent armor and (depending on player level) generally more than twice as much health as an NPC companion.
- Technically, Kellogg is one of the oldest characters in the Fallout series when not accounting for non-human characters (such as ghouls, super mutants or Harold) or humans who spent their lives in extensive cryogenic supports (such as Robert House, Sole Survivor, Stanislaus Braun, etc., although Kellogg's age is a result of cybernetic improvements rather than natural aging).
- In battle, Kellogg uses a Stealth Boy and, when damaged past a certain point, will use healing supplements to restore his health.
- Kellogg also uses grenades very frequently, and can throw multiple grenades at once.
- If using a powerful enough weapon, Kellogg can be killed before he can even use his Stealth Boy or medical supplies.
- Kellogg's history makes numerous references to major locations and factions from previous Fallout games that take place in the west. Specific things include the Hub, the New California Republic, and the Shi.
- After the quest Dangerous Minds and having used Nick Valentine to access Kellogg's memories, Nick speaks to the player in Kellogg's voice saying: "Hope you got what you were looking for inside my head. Heh. I was right. Should've killed you when you were on ice." in an amused and resigned tone. Nick seems to not notice this, and when mentioning this to him he will simply state that Doctor Amari mentioned that some mnemonic impressions may have remained.
- Kellogg is shown to still have somewhat of a soft side a few times during the game even after decades of killing his way through the wasteland. The first is when Kellogg speaks to the Sole Survivor offering some small sympathy and even regret over what happened (if correct dialogue is picked). The second and third time happens during his narrative in his memory of having to kill Nate/Nora and when he says he actually grew attached to the 10 year old synth of Shaun since it reminded him of what his life would've been like if his family were still alive.
- It is revealed that Father never truly forgave Kellogg, proven correct as he deliberately baited Kellogg to Diamond City in order to be located by the Sole Survivor, and will be surprised if the Sole Survivor tells Father they pity Kellogg.
- According to Deacon, The Railroad knows of Conrad Kellogg and see him as their number one public enemy. It is implied he has interfered with their operations and The Railroad has been trying to eliminate him.
- "At least we still have the backup..."
- "Haven't you been paying attention? You don't find the Institute. The Institute finds you."
- "And there he/she is. The most resilient man/woman in the Commonwealth."
- "But enough talk I think we both know how this has to end. So you ready?" – Kellogg before engaging the Sole Survivor in battle
- "The thing about happiness is that you only know you had it when it's gone. I mean, you may think to yourself that you're happy. But you don't really believe it. You focus on the petty bullshit, or the next job, or whatever. It's only looking back, by comparison to what comes after, that you really understand that's what happiness felt like."
- "Even then, I knew it was a mistake leaving him/her alive. I understood that kind of revenge, no one better. But I was cocky enough to assume I could handle some soft prewar Vault dweller, even if he/she got thawed out. At least I know those Institute bastards will soon get what's coming to them, too. If he/she could take me out they won't be able to hide from him/her for long."
- "Hope you got what you were looking for inside my head. Heh. I was right. Should've killed you when you were on ice."
- "You open a closet, it's just a closet. You can never find the monster that hides inside. Not until it jumps out at you."
Kellogg appears only in Fallout 4.
- ↑ Kellogg's dialogue: "It wasn't my idea to settle down with the kid in the middle of Diamond City. I thought it was a terrible idea, actually."
- ↑ Kellogg's dialogue: "But it was one of the old man's pet projects, so here we were. Me and the kid like a happy little family."
- ↑ 3.0 3.1 Kellogg's dialogue: "This whole setup in Diamond City was part of some elaborate plan of the old man's. Seems obvious now that we were bait for our friend from the Vault. The timing couldn't have been an accident. That's not how the old man works. I wonder if he outsmarted me in the end. Another loose end tied up."