Amata

 is a resident of Vault 101. Born in 2258, she is younger than her friend, the Lone Wanderer. Amata is the only child of Overseer Alphonse Almodovar.

Background
In 2260, Amata's mother dies from an unknown disease. Amata is raised by her father.

In 2274, James performs a medical exam on Amata with her father present. James writes in her medical 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, however, believes that Amata can be trusted to avoid making bad decisions.

When Amata completes the G.O.A.T., she is informed by her teacher Mr. Brotch that she is on a supervisory track.

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, "Oh, gross! Knock it off, this is serious!"

Quest: Baby Steps
At the end of the first tutorial quest, the Lone Wanderer's father says, "Let's go see if your little friend Amata wants to play."

Quest: Growing Up Fast
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.

Quest: Future Imperfect
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.

Quest: Escape!
Amata awakens the player character with news of James' escape from the Vault. She offers a gun and has a plan for the player's own escape. Toward the end of the quest, the player finds her being interrogated by her father and Officer Mack.

At the Vault door to the outside, the player can ask Amata to join him/her, but she will refuse, regardless of the player's prior actions.

Quest: 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.

Amata will mention the Vault is in trouble and needs your help to stop the Overseer. There are multiple ways of accomplishing this. Afterward, 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.

Random encounter: Amata's Fate
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. Afterward, the soldiers will open fire. 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?" Then she tells you to leave and runs away.

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

Appearances
appears only in Fallout 3.

Behind the scenes
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." This is an homage to the original Fallout at the end of which Vault 13's overseer says the same line. (Certain dialogue choices may avoid this line.)

Gallery
Amata Almodovar