Amata is the overseer's daughter. Her mother died when she was just two years old. She 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 childhood, 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 with the player character
This character is essential. Essential characters cannot be killed.
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 them 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 Lone Wanderer with news of James' escape from the vault. She offers a gun and outlines a plan for the Lone Wanderer's own escape. Toward the end of the quest, she will be interrogated by her father and Officer Mack. If she was told to keep the gun, she will pull it out, kill Officer Mack and run into another room. It is possible to intervene before she kills Officer Mack, in which case she will express her gratitude when next spoken to, saying she does not know what she might have done.
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 a brief explanation on the events leading up to that day and provides the password to open the vault door. Amata will mention the vault is in trouble and that she needs help to stop the overseer.
Effects of player character's actions
Amata's Fate: Completing Trouble on the Homefront by destroying the vault's reactor enables a random encounter involving Amata and an Enclave officer leading a pair of 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 they are killed first. If she lives, she will walk away, and scold the Lone Wanderer; saying to stay away from her - it is all the Lone Wanderer's fault.
Amata appears floating face down during the hallucination that occurs while intoxicated with punga plant seeds in the Point Lookoutadd-on.
Amata appears running down the hall towards the player character during a hallucination inside Vault 106. Firing on her figure will result in a Karma loss.
When the Lone Wanderer leaves Vault 101 for the first time, Amata (if she no longer has the pistol) might be knocked out by any remaining guards. However, if Amata kept the pistol, she will fire upon and kill the hostile guards.
She, along with Owyn Lyons and Sarah Lyons, is one of three characters in the game to have "Very Good" Karma.
Completing Trouble on the Homefront by sabotaging the vault and telling Amata about it will make her hostile when attempted to be spoken to again.
If she is told to keep the gun at the beginning of Escape!, Amata will not return it once she meets the Lone Wanderer at the vault door if the same type of gun is obtained from the vault guards.
If the Lone Wanderer kills Amata's father while escaping the Vault, she will run to her father's corpse and stare at it. If the player character moves the corpse, she will follow it (specifically the torso, if he is dismembered).
"Things got worse after you left. My father's gone mad with power. If you can hear this, please stop looking for your dad and help stop mine."
Completing the Trouble on the Homefront quest by killing the vault overseer and convincing her it was the only option will have her saying, "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 Overseer Jacoren says the same line. (Certain dialogue choices may avoid this line.)
In promotional content for Fallout 76, a teammate with the nickname "AAlmadovar" can be seen, a reference to Amata or her father, Alphonse.
↑Fallout 3 Official Game Guide Game of the Year Edition p. 60: "Amata Almodovar Amata is the Overseer's daughter. Her mother died when she was just two years old. She 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. You and Amata have been best friends all your life, drawn together by the common bond of not having known your mothers." (Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census)
↑Mr. Brotch: "Nothing for you to worry about, Miss Almodovar. Let's see... Very well done. Looks like it's the supervisory track for you." (Mr. Brotch's dialogue)
↑The Lone Wanderer: "Huh? What's wrong, Amata?" Amata: "You've got to get out of here! Your dad is gone and my father's men are looking for you!" (Amata's dialogue)
↑Amata: "I'm not telling you anything! And don't pretend you aren't enjoying this, Daddy. You're sick!" (Amata's dialogue)
↑Amata: "It feels like you left home a long time ago, but I know you're still out there. I just hope you're still alive to hear this.Things got worse after you left. My father's gone mad with power. If you can hear this, please stop looking for your dad and help stop mine.I changed the door password to my name. If you're hearing this, and you still care enough to help me, you should remember it." (Amata's radio signal)