Kellogg

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 main 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. He serves as the secondary antagonist in Fallout 4.

Background
<!-- Kellogg is from the West Coast, a young child when the New California Republic was founded. In his youth, he lived in a dysfunctional and impoverished household with his abusive father, and his cynical, imposing 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. According to himself he did so to flee from the guilt of cowardly being unable to protect his mom from his father.

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 unknown 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 addressed 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.-->

Kellogg was cybernetically enhanced by the Institute, which slowed his aging and extended his lifespan. By 2287, he is over 100 years old. 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.

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.

Appearances
Kellogg appears only in Fallout 4.