NCR Correctional Facility

The  is an apparent prison southeast of Goodsprings.

Location
Southeast of Goodsprings, South of Powder Ganger Camp North.

Description
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. Should you approach Dawes in disguise, he will notice that you are not an actual Powder Ganger, and tell you so. However, he will continue in casual dialogue. He can unlock the door for you at the price of 100 caps, or pickpocket him to save caps.

If you killed Joe Cobb during the Goodsprings shootout (the quest is labeled "Ghost Town Gunfight"), you may be Vilified with the Powder Gangers faction; you will not be able to enter the facility without its inhabitants turning hostile. If you are wearing Powder Ganger armor, Dawes will still talk to you and accept a bribe, but he will turn hostile as you get closer. You can kill him without incurring the wrath of the other Gangers and enter the facility. However, Carter and the Gangers in the Warden's Office will still be hostile to you.

Upon entering the facility, you will find yourself in 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. There will also be a Powder Ganger wearing a guard uniform standing by the door. During the same scenario as above, it is confirmed that he will propose a truce to you, in which you stay away from the gang outposts and the gang leaves you 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. He is a mild-mannered ex-sheriff who will engage in conversation with you. He is not a Powder Ganger, and says he is only staying there to serve out his sentence out of respect to the NCR. He will not attack you if you kill any of the Powder Gangers.

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.

Layout
There is only one usable entrance. This entrance is preceded by a small outdoor area, similar to a hallway, with a mechanical gate. Shortly after is the door to the lounge area. The main facility can only be accessed through the lounge. In total there are 3 buildings. There are also 6 watchtowers that will rotate snipers. The facility is completely enclosed by tall, chainlink fences and barbwire. Later in the game, you 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 you side with the NCR or saved if you help the Powder Gangers.

Inhabitants

 * Dawes the entrance guard
 * Meyers
 * 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

Notable Loot

 * There is a single Sunset Sarsaparilla star bottle cap on the reception desk in the visitor's center.
 * Tales of Chivalrie on bottom shelf in visitors centre.
 * Lying, Congressional Style in file room on 2nd floor of Admin. Building. Must be stolen.
 * There are two Stimpaks and a Super Stimpak located on a table in the NE tower.
 * Eddie carries a plasma pistol and some ammo for it.
 * A varmint rifle and 5.56mm rounds are in the tower to the left of the admin building.
 * A Patriot's Cookbook is behind the closed cell door in Cell Block A
 * Several sticks of dynamite all over the facility
 * Two (2) Doctor's Bag's in the NCRCF Administration Building first floor under a table.
 * Schematics - powder charge can be found on a bed inside the locked room of Cell Block B and 150+ caps.
 * There is Hydra on the floor in the first cell on the left; as you enter Cell Block A (considered stealing)
 * Explosive crate next to the workbench in the main courtyard
 * Avg. locked armor case in Cell Block A numerous weapons and ammo (i.e. Laser Pistol and Energy Cells).
 * Avg. locked safe upstairs in the Administration Building behind the warden's desk containing caps and a few aids (Stimpacks, Buffout, Jet, etc.).

Appearances
appears in Fallout: New Vegas.