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
Amata is the Overseer's daughter. Her mother died of a disease when Amata was just two years old. Amata loves her father dearly and is very loyal to him, but she hopes to change his stance on isolationism. She does not want to defy Alphonse but longs to experience the outside world. The Lone Wanderer and Amata have been best friends since young, drawn together by the common bond of not having known their respective mothers.

In 2274, James performs a medical exam on Amata with her father present. James writes in her medical file that she 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.

Interactions overview
* Until the Trouble on the Homefront quest is started

Quests
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."

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.

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 you chose to help the Tunnel Snakes or leave Amata with the tunnel snakes, After the test, you can hear Amata and figure out she is mad at you for not helping her.

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. If the player refused to take the gun from Amata she will pull it out, kill Officer Mack, and run into another room.

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.

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.

Effects of player actions
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.)