NCR Correctional Facility

The New California Republic Correctional Facility (commonly abbreviated to NCR Correctional Facility or NCRCF) was an NCR prison located south-east of Goodsprings that currently acts as the main settlement for the Powder Gangers and a staging point for raiding the local area.

Background
Once a high security prison of the Republic, the facility became a fortified stronghold of the Powder Gangers, monitored by Brotherhood and NCR scouts alike. The Powder Gangers became a scourge on the inhabitants of the region, attacking caravans along the I-15 and stealing supplies from settlers and workers. Their biggest raid occurred on Sloan, where they stole the entire cache of dynamite used by the workers to mine Quarry Junction. This led to deathclaws settling into the quarry and plaguing the northern reaches of Long 15, shutting down caravan traffic to New Vegas.

In the distant past, the NCR Correctional Facility was the Jean Conservancy (aka Southern Nevada Correctional Center), a low-security all-female prison. When the NCR occupied the Mojave, it became a perfect spot to house prisoners on a work release program. The inmates were tasked with maintaining a railroad alongside the Long 15 under military supervision, keeping the vital link between the Boneyard and New Vegas alive. However, as the war with the Legion escalated, more and more prison guards were redeployed to the Colorado against the warden's objections. Given the fact that the convicts working on the railroads were provided with high explosives in their work and were predominantly violent criminals jailed for serious crimes, this created ripe conditions for a prison break.

Under the lead of Samuel Cooke, a small group of inmates gathered weapons and explosives before rebelling against the military staffing the facility. Blasting their way out of the cell block, they quickly overwhelmed what little NCR personnel was present at the site, killed the warden, and established their own rule. The prisoner population dispersed, with some following Cooke into Vault 19, and others staying with Eddie as Powder Gangers, and established camps around the correction facility. Some embarked further south to cause mayhem throughout the Long 15.

Layout
The prison has only one entrance, and it is guarded by a Powder Ganger named Dawes. Snipers form an effective perimeter around the facility. Unlike Powder Gang camps found elsewhere, the Powder Gangers here are not hostile towards the player unless he has established a negative reputation with them. Dawes will recognize the player as not an actual Ganger, but will not turn hostile as long as the player has positive reputation with the gang. He can unlock the door into the prison for 100 caps, though the player can also pickpocket the key from him to avoid the fee.

A second entrance, however, will be opened during the New California Republic assault at the end of the Powder Gangers' quest line. It is a breach in the perimeter fence, is situated between the lookout tower and the main entrance building.

Upon entering the facility, the player will find themselves in a lounge with tables, a desk, a first-aid box, and a counter with a broken terminal on it. There is also a fridge, a Sunset Sarsaparilla vending machine, and a Nuka-Cola vending machine. A Powder Ganger wearing a guard uniform stands by the door. He will offer a truce if the player has mixed reputation with the gang.

There will be a man sitting at one of the tables named Meyers. He is a convicted ex-sheriff who will engage in conversation. He is not considered a Powder Ganger, and is only staying there to serve out his sentence out of respect to the NCR. He will not attack if the player kills any of the Powder Gangers.

Inhabitants

 * Dawes, the entrance guard.
 * Meyers, ex-sheriff. Meyers can be made sheriff of Primm.
 * Eddie, the leader of the remaining Powder Gangers, located in the Warden's office.
 * Scrambler, never leaves Eddie's side unless lured away.
 * Hannigan, the "Doctor".
 * Carter, a small time trader in cell block B.
 * Other unnamed Powder Gangers

Notable loot

 * Sunset Sarsaparilla star bottle cap: In the visitor's center, on the reception desk. Must be stolen.
 * Schematics - powder charge: On a bed inside one of the cells in cell block B.
 * Lying, Congressional Style: Inside the administration building, in a file room on the upper floor. Must be stolen.

Behind the scenes
Lots more quests would originally have taken place here according to. There are cut dialogue lines to do with the player "being useful" around the facility and doing mini quests for each prisoner character. None of them have actual recorded dialogue, sadly. For example:
 * Spare Us the Cutter
 * Killing Eddie for Scrambler, by luring him out to one of the towers and ambushing him together with Scrambler's crew.
 * Carter asks the player to crack a safe he cannot get into.
 * Dawes wants the player to repair a generator.
 * Eddie wants the player to scout out the NCR (there is only one outcome for this in the code, the player can lie to him that a whole battalion of NCR troops is coming to take back the prison).
 * Hannigan would have had a quest where the player had to find him some medical books, likely to help him get over the fact he only has basic medical training - VFreeformNCRCFHanniganNote. Chavez was originally an inmate in the Prison.
 * The unused note VFreeformNCRCFChavezNote says that Chavez  needs the player to pick the lock to his cell to get him out.
 * NCRCF, e.g. NCRCFCarterLockpick.
 * There's an unused interior map called NCRPrisonBlockC that's completely finished, but contains nothing other than some very low level loot, and no NPCs. Probably wasn't used as there's simply no room for it in the main NCRCF map.
 * suggests at one point there were gun turrets here the player could turn on to kill everyone.
 * VNCRCFHolotapeMale/Female - Unused note that presumably Eddie would give you to show to Cooke to vouch you were on their side.
 * NCRCFWaterValve - An activator that does nothing. Suggests there was something planned for the water tap here.
 * The "water merchant" the player is asked to investigate during I Fought the Law was originally supposed to be joined by two bodyguards. Interestingly they are both still in place at Goodsprings Source, which suggests originally the water merchant would have been found at this location.

Bugs

 * The player can activate the outhouses from behind the fence, effectively teleporting inside the prison. However, as the door to the visitor's center will remain locked, the player will have to pickpocket Dawes for the key or fast travel away.

Appearances
NCR Correctional Facility appears only in Fallout: New Vegas.