Logbook Entry
DICTAPHONE RECORDING, office of Dr. Ricci, February 12th, 1968.
Most of the time, even the majority of the time, the Zone makes a mess of everything. It's pure chaos out here. But sometimes, just sometimes, its eternal rearrangement creates something coherent, even useful.
This time around, it looks like those useful things are reconstructions of some of our own equipment and inventions, built back into something that's actually functional. They look and behave just like several early prototypes from our first LIM labs, but at the same time it's also as if they've been assembled clumsily, by a child, or by someone trying to understand how this technology works. Someone improvising. Someone learning. Here I am, trying first to understand LIM tech and then the Zone, yet sometimes I wonder if something inside it isn't also trying to learn about us.
Found In
Synopsis
This anomaly, appearing as a seething mass of amalgamated scientific equipment, will recharge your car's battery when parked within a few meters of it.
Trades
A charged pacemaker has a 3x3 inventory you can access. Transferring specific items will trigger the Pacemaker to shoot out one or more different items in its place. A fully-charged Pacemaker has enough power to do 45 trades. All items inserted into the Pacemaker count towards its maximum trades, even if the item doesn't have a corresponding trade. If more items are put into the Pacemaker than it has trades left, the extra items are not returned and thus lost. It is therefore advisable to never put more than a total of 45 items into a Pacemaker.
(Sourced from user submissions)
Any items not included in trades table will not provide the player with a traded item and will instead return the original item placed into the Pacemaker.
Gallery

