Alexandria Arms

 is a rather exclusive two-story hotel/conference center that has limited structural damage. It is just northwest of Arlington Library.

Hotel
One enters into an imposing grand lobby that includes two non-functioning grand fountains and a dozen pillars reaching skyward to the twenty-five foot high ceiling. Imposing also are the remains of victims of Raiders hanging from said ceiling and found elsewhere in the hotel. Upstairs there is another large lobby/meeting room and a set of six well-furnished suites.

A handful of Raiders has made the once posh hotel their den. In addition, one may encounter Talon Company Mercs and Enclave Soldiers. Just outside is a possible random encounter location.

Upstairs directly in front of the entrance and then through the double doors is a large room, to the left is a terminal (average) which opens a locked (average) door. Inside are some minor goodies and a nuka quantum. There is another nuka quantum inside a nuka cola machine in the large room just to the right of the door.

Adjacent Building
Immediately to the southwest of the hotel (and due west of Arlington Library) there is a bombed-out building that serves as a post for two or three additional Raiders. Several mines cover the area leading to the side entrance, and the interior of the building is laced with such traps as tripwires (one of which sets off a rigged shotgun), bear traps, mines, a girder on a chain, pitching machines, and on the top level, a turret. On the third floor are four crackable safes, a workbench, a bed, a chem lab, and a raider sniper. When you leave and come back, one raider will usually take residence on the third floor. On the same floor as the sniper, there are four safes full of goodies, one each of very easy, easy, average and very hard to pick.

It is advisable to take extreme care when approaching this building from the east, as a half dozen explodable automobiles may make this parking lot area somewhat combustible if spotted.

After completing The Waters of Life, a scripted scene will occur when approaching the building, in which a VB-02 Vertibird lands and drops off a contingent of Enclave Soldiers who will engage nearby raiders, and the higher level you are, the better the enclaves armor and weapons are. Even if they are all killed off, the same Vertibird will come to pick them up a few hours later.

On occasion, you may encounter a friendly Giant Radscorpion at the front door.

Notable Loot

 * Duck and Cover! On ground floor, southern-most part of the building on a bookshelf next to a fire hose box.
 * Guns and Bullets On a counter on the second floor, next to a terminal that opens an adjacent locked door.
 * Pre-War Book Same counter as the Guns and Bullets.
 * Nuka-Cola Quantum Behind the locked door, next to the terminal above.
 * Ammunition Box: four near the monitor and four more in the locked room.

Appearances
 only appears in Fallout 3.

Bugs
Somehow in one of the rooms inside it is almost impossible to get in, persistance can get you in, persistance does not get you out. Simply saving and reloading fixes this problem.