Amata

 is a resident of Vault 101. She is younger than her friend, the Lone Wanderer. Amata is the only child of Overseer Alphonse Almodovar. Amata is friendly with her friend's father.

Amata loves her father very much and is very devoted to him, though she feels he should enjoy life more. Amata disagrees with her father on his official policy of isolationism from the outside world. Although she will never openly challenge his policy, Amata desires to experience the outside world.

When frustrated or angry, Amata crosses her arms and sometimes taps her feet. No matter how angry Amata may become, she very rarely considers calling on her father for aid. She feels that it is better for her when she confronts her troubles directly than being seen as constantly needing her father's help and being dependent on him. Amata is not averse on calling her friends for help.

Amata is very sensitive about her weight. The player's character, if he or she is on a track for being nasty, can inform the "Tunnel Snakes" of this when they are harassing her in 2274. The Lone Wanderer is awarded bad karma points.

Personal History
In 2258, Amata is born in Vault 101. A year later, Amata begins her friendship with the Lone Wanderer. In 2260, tragedy strikes the Almodovar household when Amata's mother dies from an unknown disease. Amata's father assumes full parental duties and raises his daughter as a single father.

Eight years later, on July 13, 2268, Amata decorates the Cafeteria in anticipation of the Lone Wanderer's tenth birthday party. As a gift, Amata gives the Lone Wanderer an intact copy of the 14th issue of Grognak the Barbarian. During the party, Amata small talks with her best friend's father, Stanley Armstrong, Officer Herman Gomez, Lucy Palmer, and Beatrice Armstrong. She chides her father for acting so official and that he should experience fun more often. Her father dismisses her advice saying that life is not all fun and games and suggests to his daughter that her friend should learn this soon enough if they plan on being successful in the Vault.

In 2274, James performs a medical exam on Amata with her father present. James writes in her file that he is concerned that her father doesn't trust her, and that his insistence on being present precludes any possibility of doctor-patient confidentiality. James believes Amata can be trusted and that she won't do anything idiotic like getting pregnant or a sexually-transmitted disease.

On August 3, 2274, Amata is harassed by the Tunnel Snakes gang near the classroom. The Lone Wanderer can help Amata, help the Tunnel Snakes, or leave Amata with the Tunnel Snakes. If the Lone Wanderer helps Amata, they receive good Karma points; however, if they help the Tunnel Snakes, they receive bad Karma points (see above). No points are rewarded if the player's character leaves Amata with the Tunnel Snakes. Later that day, Amata completes the G.O.A.T. and is informed by her teacher Mr. Brotch that she is on a supervisory track.

The player is forced to make a choice when he finally confronts The Overseer: kill him to take revenge for the unnecessary murder of Doctor Jonas Palmer and gain his keys to his secret escape tunnel, or spare him and find their own way out. It is also possible to threaten The Overseer that the player will harm Amata if he is unable to escape the vault. This will also lead to The Overseer giving the player the key to his office. If the player kills him, the player's friendship with Amata suffers but can possibly be spared depending on how they explain it to Amata. The player can ask her to accompany them in their first venture into the outside world but she will refuse, regardless of any of the player's prior actions and their current relationship to her.

Amata has shown to have a bit of an angry side. If the player gives her the gun in Escape!, during the interrogation with her father and Officer Mack, she will shoot and kill Mack. If the player however chooses to run by the interrogation and proceed to leave the vault, she reveals that nothing happened and says goodbye. But, when the PC leaves, it appears that the Vault Security (Wolfe, Park and Mack) are beating her for helping you; If the player never takes the gun back, when the officers attack her, she will shoot and kill all three of them, screaming "Get away from me!". If the player comes back to the Vault, she shows no regret after killing the officers.

The game hints at a possible budding relationship between Amata and the Lone Wanderer, but this hint is more heavily implied if the player character is male. At the start of Escape!, the player character can say he/she was having a dream about Amata. She replies to the male player character by telling him not to be a smart-mouth, while her response to a female player character is "Eww! Don't be gross!", implying that Amata herself probably wouldn't be interested. At the end of the first tutorial quest, the Lone Wanderer's father tells him/her "Let's go see if your little friend Amata wants to play", proving that they have been friends since childhood.

Inventory
* Only if you refuse the pistol, or during Trouble on the Homefront.

Trouble on the Homefront

 * Main page: Trouble on the Homefront

After The Waters of Life there is a new Radio signal in the vicinity of Vault 101, the Vault 101 Distress Signal from Amata. She gives you a brief explanation on the events leading up to that day and gives you the password to open the vault door. The Trouble on the Homefront quest begins here.

Upon entering the vault Vault 101 Security Officer Gomez (or Officer Armstrong if you already killed Officer Gomez) confronts you and if you answer positively he will lead you to see Amata or the Vault 101 Overseer. This quest can still be done if you killed The Overseer earlier, as he will have been replaced by Allen Mack, Wally Mack's (member of the Tunnel Snakes Gang) father. Allen Mack is even more oppressive than Alphonse Almodovar.

Amata will mention the Vault is in trouble and needs your help to stop her father. There are multiple ways of accomplishing this - by force, by reason or by Speech skill. She pleads for you not to kill her father. After wards you will have one final talk with Amata and she will ask you to leave the vault forever. If you do leave without killing everyone the Trouble on the Homefront quest will end and the vault will close permanently.

If you complete the Trouble on the Homefront quest by destroying the Vault's reactor, there is a random encounter involving Amata and Enclave Soldiers. They will ask her for the location of Vault 101, which she will give to them. After wards, the Enclave Soldiers will open fire. She is most likely to get killed by the Enclave Soldiers, but if you get to save her she'll probably die sooner or later anyway. If you wish to save her, you can make her essential using the console. Even if you save her, Amata will run away from you, cursing you for the trouble you caused. If you lie to Amata about killing Mack, she doesn't curse you. She only says "How big can the world be?," tells you to leave, and runs away.

If you complete the Trouble on the Homefront quest by killing the Vault overseer and convince her it was your only choice, she will say "I'm sorry, you're a hero, and you have to leave", a homage to the original Fallout at the end where Vault 13's overseer says the same line. (Note: This occurs regardless of Overseer, but certain dialogue choices may avoid this line.)

Point Lookout
Amata appears floating face down during the hallucination that occurs while intoxicated with punga plant seeds.

IDs
Like most inhabitants of Vault 101, Amata has multiple Base and Reference IDs during various quests:

Appearances
Amata appears only in Fallout 3, voiced by Odette Yustman in her teen years.