Quarry Junction

Quarry Junction is a location in the Mojave Wasteland.

Background
The quarry is the primary source of limestone used for mixing cement and concrete used by New California Republic engineers in construction, primarily fortifications against the Legion. The materials mined here are sent to Boulder City for mixing by rail and from there to the various construction sites along the Colorado River. The workers benefit greatly from an old pre-War dragline present on site, which increases their output tremendously. Of course, it needs some percussive maintenance from time to time, but otherwise it performs flawlessy. The only drawback is that workers are paid in NCR's fiat currency, rather than the Hub's bottle caps, backed by water.

The recent NCRCF prison break put a damper in these plans, however, as the Powder Gangers made off with the supply of dynamite used for blasting. To make things worse, deathclaws moved into the quarry after all the noise and human activity subsided. The workers find themselves without work and without prospects for the future. They are waiting for someone to come and help, as they are in no shape to challenge deathclaws. While they were waiting they constructed warning signs around the now (arguably) most dangerous area of the Mojave.

Layout
The quarry area is centered around the large tower used for collecting mined limestone, with large open areas that are perfect for long range sniping and deathclaw charges. The area is enclosed by natural hills and limestone deposits that are impossible to climb. The only possible entrances are via the access road off I-15 and through the Great Khan encampment near Goodsprings cemetery.

The deathclaw nest is located to the south, surrounded by young deathclaws and deathclaw babies, protected by a deathclaw alpha male and the deathclaw mother. A small rocky ledge along the edge of the quarry near Sloan provides the perfect sniping position, as it is unreachable to computer-controlled creatures and characters.

Once the pack leaders are slain, the deathclaws will eventually leave the quarry after a few days. However, lone deathclaws may still spawn, though they will be largely replaced by bark scorpions.

Notable loot

 * Fat Man, near a human skeleton in the southwestern pool of water.
 * 2 mini nukes, 1 found just submerged a few feet into the pool of water from the Fat Man, 1 found in the deathclaw Mother deathclaw's den.
 * Light machine gun in the deathclaw matriarch's den, along with some ammunition.
 * 3 Deathclaw eggs in matriarch's den.
 * Super stimpak in matriarch's den.
 * 5.56mm rounds in matriarch's den.

Behind the scenes

 * Spare Us the Cutter
 * It seems there was originally going to be more featureshere. Firstly there is the Powder Ganger Hawkins, who it seems had quite a bit of work put into him, including all kinds of scripting and blank dialogue topics. It seems there would be a mini quest to help him escape from the Quarry where he is trapped and being menaced by a deathclaw. He seems to have been involved in the Powder Ganger attack on the town and possibly the Great Khan drug deal. In the final game he is dead and has no dialogue if revived. His AI packages show what would have happened: He would be trapped in place by a deathclaw by the crane. Once the player killed the deathclaw a flag would be set and he'd run back to the town where the player could then talk to him. It seems he'd demand some kind of money before clearing off for good.
 * According to an article on NMA, Hawkins would originally be found trapped up on one of the conveyer machines. Once the deathclaw that was stalking him was killed, he would try and con the player into giving him money to return home, unless the player had found out about the earlier Powder Ganger raid (and therefore realise he was one of them). Apparently he was cut as his quest was more low level fodder yet would need end game tier abilities for the player to actually complete.

short bChompsTaggingAlong	; 1 = Player is letting Chomps tag along.
 * There's an unused variable for part of 'Don't Make a Beggar of Me':
 * There is also the blank dialogue topic QJMelissaAcceptableTrade ("QJMelissaNewDeal"). Together these suggest the quest was longer, and probably had some kind of negotiating for a better deal from Tyrone. It seems at one stage Chomps would come with the player, probably to see Tyrone?
 * There's also early blank dialogue for Tyrone (e.g. PrimmTyroneBarter) That just seems to follow the same arc as the final dialogue. There is also a topic about buying chems that suggest he may have worked as a vendor at some point?
 * There also seems to be more to the Great Khans on the ridge; there is an early version of Papa Khan who it seems would have gone up here with them (he shares their AI packages), who has unique armour. God only knows what he'd be doing here.
 * There is a cut quest here involving a character called "Jack Wilson", see Boulder City.

Appearances
Quarry Junction appears only in Fallout: New Vegas.