Haven't you been paying attention? You don't find the Institute. The Institute finds you.”
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 a major 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, Connie'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.
As an adult, Kellogg moved to San Francisco, where he married Sarah and had a daughter, Mary. Though Kellogg worked for the Shi, 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. Some time later, he reached the East Coast and the Commonwealth, where he was eventually hired by the Institute to act as their primary surface operative, due to his extensive experience working in the Wasteland, something which the Institute's members lacked.
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. Kellogg chose Shaun, and killed Nate/Nora when s/he resisted. Kellogg then taunted the surviving parent, remarking that at least the "backup" will be unharmed and leaves 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 halted his aging and extended his lifespan. By 2287, he is over 108 years old, but physically appears to be less than half of that. Some time after kidnapping Shaun, Kellogg lived for a while in Diamond City with a synth with the appearance of a ten year old Shaun (according to Ellie Perkins). 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.
With help of Dogmeat, the Sole Survivor is able to track Kellogg to his base of operations. He taunts the Sole Survivor as they fight through his synth detail, offering them a chance to turn back while they could. As they approached, he takes note of their determination and orders his synths to stand down, allowing them a chance to talk. Demanding he tell them where Shaun is, Kellogg informs the Sole Survivor that Shaun is no longer with him and is now with the Institute, leading to a fight that resulted in Kellogg's demise.
The Sole Survivor was able to access Kellogg's memories with the use of his Cybernetic brain augmenter, and with the aid of Nick Valentine and Dr.Amari. After leaving Kellogg's memories and speaking to Nick - Kellogg speaks through the detective for the first and final time.
Interactions with the player characterEdit
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.
- 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: "I should have killed you when I had the chance" 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 of his deceased daughter Mary.
- It is revealed that Father never truly forgave Kellogg, and he will be surprised if the Sole Survivor tells Father they pity Kellogg.
- "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."
- "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 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 gets 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.