According to fax No. 10100 K, Klark had first met Juvenile in the CIA's Death Drive Mk-II lab when they were barely ten years old. They had both been orphans scouted by the US government for their keen intelligence. They were involved in the invention of a device which would scan the user's DNA and create clones of them in remote locations. Originally, this concept was utilized as a means to have humanity populate Mars, but the military repurposed the technology in order to create an army of remorseless super soldiers that could be summoned in any part of the globe. If one were to finish all six Death Drive Mk-II games, it would awaken the Death Drive AAA, a master controller that lies dormant beneath CIA headquarters.
Klark and Juvenile inserted the Bugs into the games to prevent players from completing them. When it became apparent that Juvenile would not bend to the wishes of the CIA, Klark decided to help her to prevent her from being assassinated. He created backdoors to all of the government's systems, obtained untraceable credit cards and fake passports; and the two went on the run for 30 years.
Klark begins to send Travis faxes elaborating on the government's intentions for the technology as well as information about Juvenile's past. By that time, he and Juvenile have infiltrated CIA headquarters and have barricaded themselves inside the room with the Death Drive AAA. He continually urges Travis to abandon his quest, knowing it will result in the reinstatement of the military's supersoldier program. However, when it becomes apparent that Travis will complete all of the games, he leaves him with a final plea to stop the Death Drive AAA from reawakening.
The contents of fax No. 10600 K (sent posthumously) imply that Juvenile lost control (possibly referring to her transformation into White Sheepman) and killed him.