Fringe IT LIVES: REANIMATED, the 3333 Experiments on Robinhood Chain
The FringeExperiments
Choose your door.
Six rooms open off the storm-lit corridor of the laboratory. Each one takes Specimen Jars and gives back something that did not exist before you walked in.
Six doors. Some are already open.
Walk the corridor, or go straight to the one that is calling you.
Every door is paid in Specimen Jars.
Seven of the 3333 sit on this shelf. Each room below tells you how many it takes, and what comes back.

OPEN NOW
The Reanimation Chamber
Lab I, where it began
Lay a Specimen Jar on the slab and throw the switch. What climbs out is a one-of-one oil-painted monster, stitched from what was in the glass, and it wakes up in your wallet.
The ruleOne jar in, one painted monster out. 939 paintings are waiting in the vault, and none of them is painted twice.
Feed a jar
STORM KEYBY INVITATION · 33 CROWNS
The Tower
Lab II, above the weather
Thirty-three wallets have been asked up the stairs. Weigh 4.0 in jars at the top and the first jar comes back down as one of 33 Ultra Legendary Crown paintings, and a Storm Key. The key is a normal NFT: yours to keep, sell, or send.
The ruleOne Crown per invited wallet. When the 33rd Crown is taken, the roof seals forever.
The 33 Crowns, in the order they hang. The last one is the key.
OPENS THURSDAY
The Séance Table
Lab III, where the cards speak
Light the seven candles, trace the sign, call the storm. The planchette moves on its own and spells out your card: one of the 111 Oracle, living holographic engraved cards, each drawn once and never again.
The ruleOne Rare jar, or two Commons, buys a seat. Every 11th sitter draws an Arcana.



COMING SOON · 77 SPOTS
The Carnival
The tent behind the laboratory
Two jars buy a ticket down the midway. Ring toss, high striker, the claw: three games under the striped canvas, then walk into the prize tent and choose. The more you win, the higher the shelf you choose from.
The ruleYou cannot lose. Every ticket leaves with one prize from the tent. Only 77 tickets will be torn.
- Ring toss
- High striker
- The claw
- Prize tent
The doors to the private rooms open with one of the 33 keys.No key, no handle. Keyholders, the Furnace is lit for you.
PRIVATE · KEYHOLDERS
The Experiment Furnace
The room below the floor
Feed the fire with pieces you already hold and pull out something the Chamber never made: mutants, forged from your own collection, hammered into a new shape.
The ruleKeyholders only. Your key turns the lock; your pieces are the fuel.
Open with your keySOMETHING IS RISING
The Phoenix
The door at the end of the corridor
The wood is warm to the touch. Light moves under the door where no light should be, and the ash on the threshold keeps rearranging itself into feathers.
The ruleThere is no handle on this side. When it opens, it opens from within.
No link yet. Keep this door in sight.
The labs are open. The jars are waiting.
Start where everyone starts: one jar on the slab, one monster in your wallet.










