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-Cola Quantum. There is also a 10% chance to recieve a Nuka-Cola Quantum inside a Nuka-Cola Vending 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 (one each of very easy, easy, average and hard), a workbench, a bed, a chem lab, and a raider sniper, and some .308 ammo. When you leave and come back, one raider sniper will usually take residence on the top floor.

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.
 * When the Vertibird returns for the squad of Enclave soldiers it previously dropped off, it will sit on the ground for a few seconds. During this time frame it is possible to "take-out" the V'bird with some heavy weaponry like mini-nukes, plasma grenades, plasma mines, bottlecap mines, nuka-grenades, etc. (the mines will accomplish the task if you plant them on the ground where the V-bird lands).  The V-bird does not engage you, but simply waits several seconds for Enclave troops that are either loitering in the area or non-existent.  I have also tried to get the main character to jump on the V-bird and fly-off with it, but it seems this cannot be accomplished.  Regardless of destroying the V-bird and it's contingent of soldiers, a couple days later (timeframe not confirmed) another V-bird will drop off another squad of soldiers and return in a short time.

There is a random event location right outside 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.