| ||For the mentioned only faction, see NCRCF.|
The NCR Correctional Facility is a dominant location of the central Mojave Wasteland. Before the Great War, it was the Jean Conservancy, a low-security all-female prison. Under recent NCR control, it has been used to house prisoners and detail chain gang work along the railroad parallel to the Long 15 under NCR trooper supervision, maintaining the vital land link between the Boneyard and New Vegas. Eventually, prison guards (NCR troopers) were pulled away to run Colorado River border patrol. When the guard staff was low, the prisoners executed a daring and violent escape.
After gaining control of this facility, the Powder Gangers decided to form a faction and stay in this heavily fortified place, with plans of expansion. They established camps outside the prison to the North, South, East and West in order to further these plans, but infighting between the violent and possibly chem-addled leadership has caused splinter groups to form. The NCR has devoted nearly all of its fighting force and resources to combat Caesar's Legion, and has not attempted to reclaim the prison.
The prison initially has only one entrance, and it is guarded by a Powder Ganger named Dawes. Snipers form an effective perimeter around the facility. Whether or not the Courier has provoked Powder Gangers elsewhere, the Powder Gangers here are not hostile unless the player character has established a negative reputation with the faction overall. Should one approach Dawes in disguise, he will notice that they are not an actual Powder Ganger, and tell them so. However, he will continue in casual dialogue as long as one has a good reputation with the gang. He can unlock the door for a price of 100 caps; pickpocket the key from him to avoid the fee - unlike other items in his inventory, pickpocketing the key will never fail as long as the player character is hidden.
Two additional entrances will be opened during the New California Republic assault at the end of the Powder Gangers' quest line. One such gap in the fence is situated between the lookout tower and the main entrance building; the other almost directly opposite it along the eastern fence.
It is also possible to position the player character on the cliff at the southeast side of the facility and perform a running jump over the fence to avoid the entrance fee; similarly one can "sit" in one of the outhouses in the southwest corner from outside the fence, teleporting them inside the facility. In both of these cases the entrance remains locked from the inside, however. To exit the facility one must jump over the fence again using the guard tower stairs, use fast travel or pickpocket the key from Dawes through the fence.
Upon entering the facility through the front door, one will find themself in the visitor's center, a lounge-like area 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. During the same scenario as above, it is confirmed that he will propose a truce , in which the player character stays away from the gang outposts and the gang leaves them alone. However, after hearing his offer, choosing to ignore it will not provoke any altercation.
There will be a man sitting at one of the tables named Meyers, who can play a part in the My Kind of Town questline. He is a mild-mannered ex-sheriff who will engage in conversation with the player character. He is not a Powder Ganger, and says he is only staying there to serve out his sentence out of respect to the NCR. Since he is not part of the Powder Ganger faction, he will not attack even if the Powder Gangers in the room become hostile.
Through the back door of the visitor's center one can enter the prison yard proper. A workbench can be found near the door along with an owned crate of explosives. Several Powder Gangers mill about in the yard, as well as the ones posted at the tops of the towers.
Five of the six towers have Powder Gangers posted at the top, and each contains minor stealable loot, mostly ammo and stimpaks.
- Cell block A contains two Powder Gangers and a few locked containers of explosives and uniforms.
- Carter, a small time trader, has set up shop in cell block B. He sells chems and a few odds and ends. A locked cell contains his "stash," in which he stores his bottlecaps in an ammo container.
Eddie, the leader of the remaining Powder Gangers, has set up his headquarters in the administration building. Speaking to him will initiate the I Fought the Law quest. Scrambler, Hannigan and four unnamed Powder Gangers can be found in the building as well.
Eddie holds the key to the medium-locked room, which contains a substantial stash of ammunition and explosives; one of the boxes also always produces a random skill magazine. The unlocked room next door has a copy of Lying, Congressional Style on the desk.
- 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, Eddie's bodyguard
- Hannigan, the "doctor"
- Carter, a small time trader in cell block B
- Sergeant Lee, commands the prison guards if reclaimed for NCR
- Unnamed NCR troopers, act as prison guards (if reclaimed for NCR)
- Other unnamed Powder Gangers
- A Sunset Sarsaparilla star bottle cap is on the reception desk in the visitors center. It must be stolen.
- Schematics - powder charge can be found on a bed inside the (Easy) locked room of cell block B.
- A copy of Lying, Congressional Style can be found in file room on 2nd floor of the administration building. It must be stolen.
- An unusually large empty Nuka-Cola bottle can be found on a table in the guard tower along the eastern fence, due east from the visitors centers' eastern door.
- 40 empty whiskey bottles lying around in the prison yard.
- If the player character becomes Vilified with the Powder Gangers, they will not be able to enter the facility without its inhabitants turning hostile. If they are wearing Powder Ganger clothing, Dawes will still talk to them and accept a bribe, but he will turn hostile as the player character gets closer. They can kill him without incurring the wrath of the other Gangers and enter the facility. However, Carter and the Powder Ganger bodyguards in the warden's office will still be hostile.
- Along the south fence there is a row of outhouses which can be interacted with from outside the prison. Doing so transitions the player character into the sit animation on the outhouse - within the compound - bypassing Dawes and the visitor center entirely.
- The facility is also under observation from the Brotherhood of Steel. A Brotherhood scout observing the prison can be found as part of the quest Still in the Dark.
- If one follows the I Fought the Law quest line, they are given the chance to storm the base with the NCR or help the Powder gangers defend it against the NCR. The leader of the local Powder Gangers, Eddie, will be killed if one sides with the NCR or can be saved if they help the Powder Gangers.
- In cell block B just above the entrance, outside, it says cell block K → Z.
- If one fast travels to this location, a group of wild dogs may spawn and start attacking.
- If one sides with the NCR and retakes the prison, the alarm will continue to play.
- Wiping out every Powder Ganger in the facility may cause a prospector to appear here and remain indefinitely (one may have to wipe it out by themself, without the NCR).
- This location is ideal for player housing, particularly during Hardcore mode. There are beds, storage containers, a water pump, campfires and a work bench.
- Stealing chems on the table in the warden's office gives the player infamy to Powder Gangers, even if they are all dead.
- On the road northwest of the facility is a sign that says "NOTICE: Hitchhikers may be escaped prisoners" with the Cannibal Vault Boy re-skinned with black and white stripes.
NCR Correctional Facility appears only in Fallout: New Vegas.
Behind the scenesEdit
NCRCF is based on the real-life Southern Nevada Correctional Center.