Forbidden Knowledge (Far Harbor) (2024)

Forbidden Knowledge is a quest in the Fallout 4 add-on Far Harbor.

Contents

  • 1 Quick walkthrough
  • 2 Detailed walkthrough
  • 3 Quest stages
  • 4 Notes
  • 5 Bugs

Quick walkthrough[]

Far Harbor side quest: Forbidden Knowledge
Inform Dr. Moseley of the escaped synths at Acadia.
Return to Acadia and talk to Mosley to begin the attack.
Subdue the synths.
Return to Mosley and let the synths be teleported back to the Institute.
Reward: 500+ XP

Detailed walkthrough[]

Upon the discovery of Acadia and while allied with the Institute, the Sole Survivor has the option to inform the Institute of the existence of the escaped synths in this location. The Institute will then send a team to Acadia to subdue and capture the escaped synths. The player character needs to speak to Dr. Moseley to begin the raid of Acadia. After a brief battle, all the escaped synths are teleported to the Institute.

Quest stages[]

Quest stages
StageStatusDescriptionLog Entry
100 Speak to Dr. Moseley.After informing the Institute about the existence of Acadia, a team was sent to the island to deal with the situation. I need to check in with Doctor Moseley, and let him know it's time to reclaim the escaped synths.
200 Subdue the synths in AcadiaAfter informing the Institute about the existence of Acadia, a team was sent to the island to deal with the situation. It's time to reclaim the escaped synths; once I arrive at Acadia Institute forces will join me.
400 Speak to Doctor MoseleyAll of the escaped synths in Acadia have been successfully subdued by Institute forces. I need to check in with Doctor Moseley.
500Forbidden Knowledge (Far Harbor) (1)Quest CompletedAfter being informed of Acadia's existence, a team from the Institute has successfully re-captured all of the escaped synths living there. They will be re-purposed and put to work once more.
1000Forbidden Knowledge (Far Harbor) (2)Quest Failed
See Also
Tradecraft

Notes[]

  • Completing this quest can fail Close to Home, as Kasumi Nakano will be captured by the Institute if she is still in Acadia.
  • Completing this quest before completing Reformation will remove the possibility of a peaceful ending to the war between Far Harbor and Children of Atom.
  • As long as Dr. Moseley is not spoken to, Acadia will not become hostile and any Acadia-related quests can still be completed, including Close to Home.
  • The game is not actually teleporting synths from Acadia to the Institute or elsewhere, it is just animation. They all stay in Acadia, disabled.
  • All Institute personnel and subdued synths are instantly teleported, but dead bodies remain where they fell.

Bugs[]

  • Forbidden Knowledge (Far Harbor) (3) This quest appears ill-suited to the perk Intimidation, using it during the quest results in several bugs: [verified]
    • Forbidden Knowledge (Far Harbor) (4) First, if used on any synth refugees, if successful they become a lower priority for the synth troopers, who will attack the ones currently firing on them first. Once those are killed, they will then open fire on the synth refugees that have already surrendered, and keep firing until they are dead.
    • Forbidden Knowledge (Far Harbor) (5) For named characters, Intimidation works on some of them but not others, but the effect is the same - when finished with those actively fighting against them, they open fire on the surrendered named characters until they go down.
    • Forbidden Knowledge (Far Harbor) (6) Despite being on the player's side, Intimidation works against the attacking synths as well. If Intimidation is used against William Moseley, he will briefly raise his hands as if to surrender, then begin running away to flee the battlefield as he no longer has a weapon.
  • Forbidden Knowledge (Far Harbor) (7) Forbidden Knowledge (Far Harbor) (8) Forbidden Knowledge (Far Harbor) (9) The synths will not teleport back and will follow the player character outside.[verified]
  • Forbidden Knowledge (Far Harbor) (10) Forbidden Knowledge (Far Harbor) (11) Upon talking to William Moseley about the synth refugees, he will not acknowledge the Sole Survivor and will continue what he is doing.[verified]
  • Forbidden Knowledge (Far Harbor) (12) Forbidden Knowledge (Far Harbor) (13) After killing all synths in Acadia during the quest stage "Subdue the synths in Acadia," the quest will not move on to the next stage.[verified]
    • This can be fixed by exiting Acadia and killing them once again when they spawn outside. Then, furthermore, entering once again and repeating this process until the quest stage moves on.
    • Alternatively, wait for Moseley and the assisting synth troopers to enter the observatory before charging in. Make sure that Aster is the last synth downed in combat.

v·d·e

QuestsMain questsFar From Home· Walk in the Park· Where You Belong· Best Left Forgotten· The Way Life Should Be· Cleansing the Land· Reformation· Close to Home
Side questsAblutions· Acadian Ideals· Blood Tide· Brain Dead· Data Recovery· Forbidden Knowledge· Hull Breach· Hunting the Hunter· Living on the Edge· Rite of Passage· Safe Passage· Search and Destroy· Shipbreaker· The Arrival· The Changing Tide· The Great Hunt· The Heretic· The Hold Out· The Price of Memory· The Trial of Brother Devin· Turn Back the Fog· Visions in the Fog· What Atom Requires· Witch Hunt
AchievementsCleansing the Land· Close to Home· Far From Home· Hooked· Just Add Saltwater· New England Vacationer· Push Back the Fog· The Islander's Almanac· The Way Life Should Be· Where You Belong
LocationsThe Island· Acadia· Aldersea Day Spa· Atom's Spring· Beaver Creek Lanes· Briney's Bait and Tackle· Brooke's Head Lighthouse· Children of Atom shrine· Cliff's Edge Hotel (Vault 118)· Cranberry Island (Bog· Docks· Supply shed)· Dalton farm· DiMA's cache· Eagle's Cove Tannery· Echo Lake Lumber· Eden Meadows Cinemas· Far Harbor (The Last Plank)· Fringe Cove docks· Glowing Grove· Haddock Cove· Harbor Grand Hotel· Horizon Flight 1207· Huntress Island· Kitteredge Pass· Longfellow's cabin· MS Azalea· Nakano residence· National Park campground· National Park visitor's center· National Park HQ· Northwood Ridge Quarry· Oceanarium· Old Pond House· Pine Crest Cavern· Radiant crest shrine· Rayburn Point· Rock Point camp· Ruined church· Ruined radio tower· Southwest Harbor· The Nucleus (Nucleus Command Center· The Vessel)· Vim! Pop factory· Waves Crest Orphanage· Wind farm maintenance· Zephyr Ridge Camp
ItemsWeaponsAtom's Judgement· Bear trap (Bleeding bear trap)· Caltrops (Poisoned caltrops)· December's Child· Fencebuster· Harpoon gun (Admiral's Friend· Defender's Harpoon Gun· Skipper's Last Stand)· Lever-action rifle (Lucky Eddy· Old Reliable)· Meat hook (Butcher's Hook)· Pole hook (Bloodletter· The Fish Catcher)· Radium rifle (Kiloton radium rifle· Radical Conversion)· Sergeant Ash· The Harvester· The Striker
ApparelAcadia's Shield· Atom's Bulwark· Chase's uniform· Coastal armor· Fisherman's hat· Fisherman's outfit· Fisherman's overalls (Black· Brown· Green· Grey)· High Confessor's robes· Hunter's hood· Hunter's long coat· Hunter's pelt outfit· Inquisitor's cowl· Legend of the Harbor· Lobster trap helmet· Marine armor· Marine wetsuit· Old fisherman's hat· Pirate hat· Robes of Atom's Devoted· Rescue diver suit· The Captain's Hat· The Dapper Gent· Trapper armor· Trapper leathers· Unyielding synth chest piece· Wool fisherman's cap· Vault 118 jumpsuit
ConsumablesAngler meat· Aster· Cave fungus· Ground mole rat·Gulper innards· Ice cold Vim· Ice cold Vim Captain's Blend· Ice cold Vim Refresh· Ice cold Vim Quartz· Poached angler· Raw fog crawler meat· Seasoned rabbit skewers Vim· Vim Captain's Blend· Vim Refresh· Vim Quartz· Wolf meat
HolotapesAn execution· Chores list· DiMA's memory· Ezra's holotape· Family announcement· Gwyneth's journal· Holotape· Husky family holotape· Kasumi's projects· Levi's holotape· Mark Wilson's holotape· Martin's New Age· Mysterious holotape· Safe room security tape· To Franny· Vault 118 overseer's log· What Atom Requires· What's Done is Done
NotesA New Path· A Safer Way· A Stranger Arrives· A Vengeful Creature· Aubert's note· Blank note· Brother Alders· Brother Devin's diary· Carlo's note· Cog's journal· Consultation note· Craneberry Island supplies note· Douglas's note· Drain corpse note· Dylan's note· Edgar's note· Eliza family drawing· Eliza journals· Eliza map of home· Fanatical writings· Fire Belly recipe· Gift card· Grandfather's note· High Confessor's note· Kasumi's journal· Kenji Nakano case notes· Last note from mom· Letter from Maxwell· Letter to Ezra· Love letter to Bridget· Mariner's goodbye· Mariner's will· Northwood Quarry notes· Note· Note from Atom's shrine· Old letter· Put it from your mind· Radioman's note· Repairs in progress· Report from PV· Request for detective· RUN!· Scrawled journal· Scrawled note· Sister Gwyneth's visit· Storage room notice· Taste test· The Children Trapped· The Sacred Elements· These mannequins!· To my "family"· Trapper's note· Unfinished note· Victoria's note· Ware's brew recipe· Wind turbine code
Misc itemsCondensed fog· Jug
CharactersAcadiaAster· Brooks· Chase· Cog· Cole· Dejen· DiMA· Faraday· Jule· Kasumi Nakano· Miranda· Naveen
Children of AtomBrother Andrews Forbidden Knowledge (Far Harbor) (14)· The Archemist· Sister Aubert· Grand Zealot Richter· Brother Devin· Brother Edgar Forbidden Knowledge (Far Harbor) (15)· Sister Gwyneth· Sister Harriet· Brother Kane· Sister Mai· Confessor Martin Forbidden Knowledge (Far Harbor) (16)· Mother of the Fog· High Confessor Tektus· Zealot Theil· Zealot Ware
HarbormenAllen Lee· Andre Michaud· Cassie Dalton· Debby· Dottie· Howard Dunbar Forbidden Knowledge (Far Harbor) (17)· Jared Gresham· Mitch· Old Longfellow· Olympia Avery· Sandra Lee· Small Bertha· Teddy Wright· The Mariner· Tink· Tony· Uncle Ken· Zachary Forbidden Knowledge (Far Harbor) (18)
TrappersBilge· Braun Husky Forbidden Knowledge (Far Harbor) (19)· Bray Husky Forbidden Knowledge (Far Harbor) (20)· Douglas· Luke Husky Forbidden Knowledge (Far Harbor) (21)· Malcolm· Rowan Husky Forbidden Knowledge (Far Harbor) (22)
Vault 118Bert Riggs· Ezra Parker· Gilda Broscoe· Julianna Riggs· Keith McKinney· Maxwell· Pearl· Santiago Avida· Scruffy· Spencer Lords Forbidden Knowledge (Far Harbor) (23)
OtherBoxer· Eliza Gibbons Forbidden Knowledge (Far Harbor) (24)· Elli Forbidden Knowledge (Far Harbor) (25)· Emmi Forbidden Knowledge (Far Harbor) (26)· Erickson· Frederick Gibbons· Gregory Forbidden Knowledge (Far Harbor) (27)· Grun· Hayley Forbidden Knowledge (Far Harbor) (28)· Jade Forbidden Knowledge (Far Harbor) (29)· June Forbidden Knowledge (Far Harbor) (30)· Kenji Nakano· Larsen· Machete Mike· Nathaniel Gibbons Forbidden Knowledge (Far Harbor) (31)· Nick Valentine· Patrick Gibbons· Rei Nakano· Steven Gibbons· William Moseley· Victoria Gibbons
CreaturesAngler· Fog crawler· Gulper· Hermit crab· Wolf· Rad chicken· Rad rabbit
FactionsAcadia· Church of the Children of Atom· Harbormen· Trappers
PerksAction Boy/Action Girl (rank 3)· Captain's Feast· Critical Banker (rank 4)· Crusader of Atom· Destroyer of Acadia· Far Harbor Survivalist· Hunter's Wisdom· Inquisitor of Atom· Islander's Alamanac· Lone Wanderer (rank 4)· Night Person (rank 3)· Protector of Acadia· Rad Resistant (rank 4)· Scrapper (rank 3)· Strong Back (rank 5)
Settlement Objects and ItemsBanner· Bottle lantern· Bulb lantern· Crate· Fish basket· Fish rack· Grill· Hanging buoy· Lobster cage· Sign· Tannery hides· Vim machine

v·d·e

Main questsAct 1War Never Changes· Out of Time· Jewel of the Commonwealth· Unlikely Valentine· Getting a Clue· Reunions
Act 2Dangerous Minds· The Glowing Sea· Hunter/Hunted· The Molecular Level
Act 3Institutionalized· From Within· Inside Job· Underground Undercover
Side questsCambridge Polymer Labs · Confidence Man· Curtain Call· Dependency· Diamond City Blues· Emogene Takes a Lover· Here Kitty, Kitty· Here There Be Monsters· Hole in the Wall· Human Error· In Sheep's Clothing· Kid in a Fridge· Last Voyage of the U.S.S. Constitution· Mystery Meat· Order Up· Out in Left Field· Painting the Town· Pickman's Gift· Public Knowledge· Pull the Plug· Reveille· Short Stories· Special Delivery· Story of the Century· The Big Dig· The Devil's Due· The Disappearing Act· The Gilded Grasshopper· The Marowski Heist· The Memory Den· The Secret of Cabot House· The Silver Shroud· Trouble Brewin'· Vault 75· Vault 81
Companion questsBenign Intervention· Emergent Behavior· Long Road Ahead· Long Time Coming
Miscellaneous questsArt Appreciation· Atom Cats· Botany Class· The Cleaner· The Combat Zone· Detective Case Files· Diamond City's Most Wanted· Fallen Hero· Find the Treasures of Jamaica Plain· Fly Fishing· Giddyup 'n Go· Gun Run· Hazardous Material· Meet Ness at the Crash Site· Nuka Cola Needs· Pool Cleaning· Prep School· Traffic Jam· Treasure Hunt· Vault 81 Tour· Virgil's Cure
Unmarked questsA Pillar of the Community· Bill Sutton· Brother Against Brother· Familiar Faces· Fertilizer Woman· Holly· Lucy Abernathy· Maintenance Man· Quality Assurance· Supervisor Brown· Supervisor Greene· Suspected Synth· Wedding Day
Cut quests20 Leagues Under the Sea· Bullet· Off the Grid· Salvage· That's the Spirit· The Enemy of My Enemy· The Replacement
Creation Club quests Forbidden Knowledge (Far Harbor) (32)A Pint-Sized Problem· A Place to Call Home· Burned on the River· Can You See Me Now?· Captain Cosmos· Carbonated Concerns· Combat Ready· Crucible· Deathmatch· Dog Rescue· Early Retirement· Enclave Radio· From Hell· Giddyup!· Holiday Spirits· Malevolent Malfunction· Method to the Madness· Neon Winter· Over the Moon· Pyromaniac· Shrouded Manor· Silver like the Shroud· Slocum's Joe· Speak of the Devil· The Paper Mirror· The Prototype· The Quantum Stag· Tunnel Snakes Rule!· Way Back Home

Faction quests

Brotherhood of SteelMain questsFire Support· Call to Arms· Semper Invicta· Shadow of Steel· Tour of Duty· Show No Mercy· From Within· Outside the Wire· Liberty Reprimed· Blind Betrayal· Tactical Thinking· Spoils of War· Ad Victoriam· The Nuclear Option
Side questsA Loose End· A New Dawn· Cleansing the Commonwealth· Duty or Dishonor· Feeding the Troops· Leading by Example· Learning Curve· Quartermastery· The Lost Patrol
Commonwealth MinutemenMain questsWhen Freedom Calls· Sanctuary· The First Step· Taking Independence· Old Guns· Inside Job· Form Ranks· Defend the Castle· The Nuclear Option
Side questsClearing the Way· Ghoul Problem· Greenskins· Kidnapped Trader· Kidnapping· Out of the Fire· Raider Troubles· Resettle Refugees· Returning the Favor· Rogue Courser· Taking Point· The Sight· Troubled Waters· With Our Powers Combined
The RailroadMain questsRoad to Freedom· Tradecraft· Boston After Dark· Underground Undercover· Operation Ticonderoga· Precipice of War· Rockets' Red Glare· The Nuclear Option
Side questsA Clean Equation· Burning Cover· Butcher's Bill· Butcher's Bill 2· Concierge· High Ground· Jackpot· Lost Soul· Memory Interrupted· Mercer Safehouse· Randolph Safehouse· To the Mattresses· Variable Removal· Weathervane
The InstituteMain questsInstitutionalized· Synth Retention· The Battle of Bunker Hill· Mankind - Redefined· Mass Fusion· Pinned· Powering Up· End of the Line· Airship Down· Nuclear Family
Side questsA House Divided· Appropriation· Building a Better Crop· Hypothesis· Plugging a Leak· Political Leanings· Reclamation· Pest Control

Add-on quests

Automatron

Far Harbor

Main questsMechanical Menace· A New Threat· Headhunting· Restoring Order
Side questsRogue Robot
Main questsBest Left Forgotten· Cleansing the Land· Close to Home· Far From Home· Reformation· The Way Life Should Be· Walk in the Park· Where You Belong
Side questsAblutions· Acadian Ideals· Blood Tide· Brain Dead· Data Recovery· Deadliest Catch· Forbidden Knowledge· Hull Breach· Hunting the Hunter· Living on the Edge· Rite of Passage· Safe Passage· Search and Destroy· Shipbreaker· The Arrival· The Changing Tide· The Great Hunt· The Heretic· The Hold Out· The Price of Memory· The Trial of Brother Devin· Turn Back the Fog· Visions in the Fog· What Atom Requires· Witch Hunt
Vault-Tec Workshop
Nuka-World
Main questsVault-Tec Calling· Better Living Underground· A Model Citizen· Explore Vault 88· Power to the People· The Watering Hole· Vision of the Future· Lady Luck
Side questsOverseer's Most Wanted
Main questsAll Aboard· Taken for a Ride· An Ambitious Plan· The Grand Tour· Home Sweet Home· Power Play
Side questsA Magical Kingdom· A World of Refreshment· Amoral Combat· Cappy in a Haystack· High Noon at the Gulch· Open Season· Precious Medals· Safari Adventure· Star Control· Trip to the Stars

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Forbidden Knowledge (Far Harbor) (2024)

FAQs

What happens if I tell the institute about the synth refuge? ›

Upon the discovery of Acadia and while allied with the Institute, the Sole Survivor has the option to inform the Institute of the existence of the escaped synths in this location. The Institute will then send a team to Acadia to subdue and capture the escaped synths.

How do I get the forbidden knowledge quest? ›

This quest has a pre-requisite of completing "Defiance Has Fallen." When you find "Technical Data" in the world, this quest will appear and prompt you to turn the data over to the Brotherhood of Steel.

What happens if you report acadia to the institute? ›

By reporting the location of Acadia to William Moseley at Institute Advanced Systems, a recovery team will be sent to Acadia, with a compiled list of synth shutdown codes. The Survivor is asked to support their work.

What happens if you tell the Brotherhood about Acadia? ›

After informing the Brotherhood of Steel about the existence of Acadia, a Vertibird was dispatched to the island to deal with the situation. The time has come to attack; once I reach Acadia the soldiers will join me in eliminating every last synth there.

Does Sturges know he's a synth? ›

His status as a synth is never alluded to or mentioned in dialogue. Sturges also has the Synth trait in Fallout Shelter Online and his biography claims he is a third generation synth created by the Institute who does not know his origins.

What if I tell DiMA I'm a synth? ›

When chatting to DiMA, you can tell him you're a synth and Nick will appreciate it. On the other side, if you say synths are just machines, Valentine will go minus one on his respect algorithm. Machines, eh? Once done chatting up the tube-headed robot, speak to Faraday and Chase to trigger Acadia's side quests.

What happens to Piper if you side with the Institute? ›

If one finishes Nuclear Family and sides with the Institute, when later talking to Piper, she might be distraught and angry at them for putting the Institute in power, though will still remain a companion option.

Can you side with the Institute without killing the railroad? ›

It is possible to hold off on the Railroad's destruction by warning Desdemona and continue with the Railroad questline. One can then destroy the Railroad after completing Rockets' Red Glare should they choose to remain with the Institute.

What happens if you get banished from the institute? ›

Banishment fails all active Institute quests and prevents starting any new ones. The ability to teleport (relay) is lost immediately. Under most circ*mstances, becoming enemies with the Institute immediately fails Underground Undercover and any active, related Railroad quests and starts Burning Cover instead.

What happens if I tell Far Harbor about Avery? ›

Option 2: Inform Far Harbor

He elects to keep quiet about it and let the player character decide, however he cautions against bringing it to Allen. Taking this confirmation back to Allen results in him assembling a lynch mob to assault Acadia and claim DiMA's head.

Is Kasumi Nakano a synth? ›

There is no clear evidence to support her belief that she is a synth, beyond her own feelings and recurring dreams of waking in a lab.

What happens if you sacrifice Arcadia? ›

If Arcadia Bay is sacrificed to save Chloe instead, Max will rip the butterfly picture and throw it into the storm. This is a much shorter ending to Max's story in Life is Strange, and players don't know who survived the tornado as the camera pans over the huge wreckage from the storm.

What happens to synth Shaun if you side with the Institute? ›

Shaun (designation: S9-23) is a prototype synth created by the real Shaun and lives in the Institute, unless the Sole Survivor opts to destroy the Institute during the mission The Nuclear Option, after which he can be sent to the Commonwealth or left to die in the Institute's nuclear explosion.

What happens if you free the synths at the Institute? ›

In dialogue with the synths, tell them that they are free to go, which immediately turns the courser hostile and brings up the objective "kill the Courser." If not allied with the Railroad, killing X4-18 will immediately turn the Railroad members and turrets friendly (which will be revoked if one opens fire on them.

What happens if you say yes to the Institute Fallout 4? ›

Synths throughout the Commonwealth will become friendly if one agrees to join the Institute. Institute teleportation becomes available immediately after completing this quest.

What happens if you become enemies with the Institute? ›

Under most circ*mstances, becoming enemies with the Institute immediately fails Underground Undercover and any active, related Railroad quests and starts Burning Cover instead.

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