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Metallica PRO RULE SHEET (v1.50)
latest revision: 11/03/14
v1.50 changes / additions
CRANK IT UP
4 new crank it up modes added with major scoring opportunities and new animations:
For Whom The Bell Tolls
Fade to Black
Battery
Enter Sandman
To activate one of the new modes, 15 hits are required for each of the following:
Grave marker, sparky, snake, and coffin.
Coffin requires 15 captive ball hits, while all others can be scored by the associated shot or a lit corresponding insert on a ramp, loop, or grave marker.
Once all are completed, CIU will light at the scoop.
CIU can only be activated in single ball play.
Note: If Seek & Destroy is running, CIU will end the mode. If you want to continue S&D, choose the option for 5,000,000 points at the top of the CIU menu.
CIU can be used to achieve monster scores or progress to END OF THE LINE.
To complete a CIU mode, you must hit each of the 4 major shots and finish at the scoop.
Any ramp or loop will award a jackpot.
Completing enough ramps or loops (or sparky hits in battery) will award a finishing bonus of 15mil+.
After hitting the 4 major shots, followed by the scoop, you have the option to end of the mode and cash out or continue. Choosing to end the mode will give you the opportunity to relight CIU quickly by hitting all arrow shots, which also score jackpots.
If you are playing for EOTL, finishing CIU quickly and relighting it is the way to go.
Other Changes:
Grave Marker Multiball – Ball saver extended.
After completing 5 jackpots, the cross will light for a double jackpot.
If you hit it, the magnet will hold the ball. You have a limited amount of time to knock the ball off the magnet for a SUPER JACK FUCKING POT.
Coffin Multiball – Locks can no longer be collected while in multiball on default settings. However, captive ball hits do count towards next lock if the lock is not lit.
Fuel – Ending a combo in the fuel lane will award a blown piston. 10 blown pistons lights extra ball.
Combos – Extra ball requirement lowered to 20 instead of 25.
Mystery – Many new awards and a tiered system. Complete the rollovers multiple times for better awards.
Super Skill Shot - Holding the left flipper activates the super skill shot to any major shot. One lane will have all inserts flashing, hit it to start the hurry up and have a chance to complete the lane.
END OF THE LINE – Notes coming soon.
More to be added as discovered!
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