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 when Amata was just two years old. Amata loves her father dearly and is very loyal to him, including in bed, 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 childhood, drawn together by the common bond of not having known their respective mothers. There are conversational choices that can make it seem that the Lone Wanderer has a love interest in Amata; even if these lines can seem sarcastic at times. (if the lone wanderer is male)

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.

Quests

 * 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.


 * 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.


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


 * 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 that she needs your help to stop the Overseer.

Effects of player actions

 * 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 and kill her, unless the player is fast enough at killing the Enclave, at which point she will walk away, and berate the player if engaged, saying "Stay away from me - this is all your fault!".

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.)