Skip to the hideout
LAUNCHING ON PUMP.FUN

FREETHEM ALLFREETHEM ALL1 free try every day.

Team Crypt locked real graded cards away. Pick one and try to free it — no bag needed. If you free it, you keep it. Hold $FREE for more tries.

Rescue access

RESCUE ACCESS LOCKED

Connect your wallet — everyone gets 1 free try a day. More tries with 0.100%+ of $FREE locked.

CA: revealed at launch
BUY $FREEAT LAUNCH

01 — Live hideout

The hideout

Odds never change Out of tries = whole wallet cools down

Rescue access locked

Hold 0.100% of $FREE supply to attempt. Anyone can scout the cells.

CONNECTING TO HIDEOUT
Your rescue status

Connect to see your rescue status.

INCOMING TRANSMISSION · BOSS MAGNA

“Every card in this hideout is MINE. Nobody gets out.”

TEAM CRYPT // AUTHORIZED VILLAINS ONLY

03 — Fairness

The website doesn't choose the winner.

Coming with mainnet contract

Token gated

Only eligible $FREE wallets (0.100% of supply) can attempt missions.

Coming with mainnet contract

Onchain cooldowns

Cooldown state can't be bypassed by editing the website.

Coming with mainnet contract

Verified randomness

Results come from verifiable onchain randomness — never your browser.

Coming with mainnet contract

Real targets

Every live card links to its actual collectible asset.

Odds never
change.

A target set to 1 / 2000 is exactly 1 / 2000 on every accepted attempt. No pity timer. No rising odds. No predetermined winning attempt.

  1. Attempt #1

    1 / 2000

  2. Attempt #500

    1 / 2000

  3. Attempt #8,000

    1 / 2000

05 — FAQ

Questions

What is Free Them All?

Free Them All is a token-gated collectible rescue game where $FREE holders can attempt to free real collectible slabs.

How do I play?

Hold or lock the required amount of $FREE and connect your wallet.

Can I choose any card?

Yes, as long as you're eligible and not in cooldown.

What do bigger passes do?

Pass I (lock 0.1%) gets 1 try, Pass II (lock 0.5%) gets 7 tries, Pass III (lock 1%) gets 15 tries per round. Upgrade any time by locking the difference.

What happens if I fail?

You lose that try. A round's tries can go on any cards; once they're used up, your wallet enters the round's timer — the longest timer of the cards you tried.

Can I try another card during cooldown?

No. The cooldown locks every target for your wallet.

Can I close my pass mid-round?

No. Once a round has started, use its tries — then its timer runs — or wait that timer after your last try. After that your locked $FREE comes back.

Two rescuers win the same card?

The first verified win takes it. If yours settles second, your try is refunded and no timer starts.

Do my odds get better after losing?

No. Every target has fixed odds.

What happens if I win?

The target becomes rescued and the collectible can be transferred/claimed by your wallet according to the game contract.

Can I cheat the cooldown using devtools?

No. Production player state lives onchain.

Where does $FREE trade?

Pump.fun.

How it works

  1. Hold

    Lock 0.100%+ of $FREE. Bigger pass, more tries.

  2. Enter

    Gain access to the villain hideout.

  3. Choose

    Pick any captured target.

  4. Rescue

    Submit an onchain rescue attempt.

  5. Keep

    Success means the collectible is yours.

Rescue pass

  1. Pass I

    Lock 0.1%

    1try / round

  2. Pass II

    Lock 0.5%

    7tries / round

    Upgrade: lock +0.4%

  3. Pass III

    Lock 1%

    15tries / round

    Upgrade: lock +0.5%

A round = your tries, on any cards. When they're used up, the longest timer of those cards runs. Upgrade any time by locking the difference. Your tokens stay yours.

They're still captured.

Get $FREE. Enter the hideout. Bring one home.

BUY $FREEAT LAUNCH
CA: revealed at launch

Built on Solana. Launching on Pump.fun.