Conrad "Connie" Kellogg is a Magnum-toting, ruthless and highly skilled mercenary. Kellogg serves as the Institute's primary operative within the Commonwealth, being the primary human contact between the retrieval at University Point and the Vault 111 raid. Because of Kellogg's prolific excursions, he was at the top of the Railroad's hitlist of Institute targets.
Born in 2179, Kellogg hails from the West Coast under the New California Republic. 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 were himself and his 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. Kellogg believed he had made a name for himself shooting someone named "Valdez," and his reputation got him a job working 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. Sometime 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 one of 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 his surviving parent, remarking that at least the "backup" will be unharmed. Afterwards Kellogg had the unharmed parent put back into cryo-stasis, and was directed to not release the other residents and to keep their life-support systems deactivated, causing all of them to asphyxiate. Shaun's DNA was then 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 that, having roughly the same appearance as he did when he kidnapped Shaun, despite 60 years passing. Decades 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 the help of Dogmeat, the Sole Survivor can track Kellogg to his base of operations. They fight through Fort Hagen's synth detail, as Kellogg taunts them, offering the Sole 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 can 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 one last time.
Interactions with the player characterEdit
|This character is involved in quests.|
- Dangerous Minds: The Sole Survivor must kill Kellogg and take his cybernetic chip to the Memory Den. Here, Dr. Amari and Nick Valentine will help them access Kellogg's memories to uncover the secret to accessing the Institute.
|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 character 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), 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 stimpaks to restore his health.
- Kellogg also uses grenades frequently and can throw multiple grenades at once.
- Kellogg's history makes numerous references to major locations and factions from previous Fallout games that take place in the west, such as the Hub, the New California Republic, and working for the Shi.
- After the quest Dangerous Minds, having used Nick Valentine to access Kellogg's memories, Nick speaks to the player character 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." Nick seems to not notice this, and when mentioning this to him he will simply state that Dr. Amari mentioned that some mnemonic impressions may have remained.
- Kellogg is shown to have a level of compassion despite his profession, depending on dialogue choices. He offers the Sole Survivor sympathy and expresses regret over what transpired. His narrative during the memory sequence includes regretful sentiments regarding murdering the Sole Survivor's spouse. He also mentions that he had grown attached to young Shaun during the time he was under Kellogg's care, remarking that it had 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 to be located by the Sole Survivor, and will be surprised if the Sole Survivor tells Father they pity Kellogg.
- Kellogg possesses many similarities with Benny from Fallout: New Vegas:
- They both wrong the player character at the beginning of their respective games by stealing something from them (the Platinum chip from the Courier, Shaun from the Sole Survivor).
- They are both hunted down by the player character in the first act of both games.
- They both serve as the secondary antagonists of their respective games.
- They both wield an iconic handgun.
- "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. Funny, I thought I had that honor."
- "But I think we've been talking long enough. 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.
- ↑ University Point council meeting
- ↑ Deacon: "And as if that wasn't enough... The Railroad owes you a crate, hell a truckload, of Nuka-Cola for what you did to Kellogg. He was our public enemy number one."
- ↑ 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."
- ↑ 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."
- ↑ 5.0 5.1 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."
- ↑ The Sole Survivor: "After what I've seen, I pity the man. He was as much a victim as anything."
Shaun: "After what he did to you? I'm shocked you would be so generous. But yes, I understand you've... experienced things. Perhaps you ended up knowing him better. I, for one, will never truly forgive him."