From Tilt Forum's Metallica wiki sheet:
Coffin Hurry Up
Collecting Coffin Hurry Ups helps progress faster towards the Crank It Up modes and is required for qualifying the Seek and Destroy mode.
To collect a hurry up you have to:
select shot with red spider arrow by shooting it once (red arrows are your ‘selectors’)
once an arrow is selected it will turn red.
then you must collect each of the three inserts in that lane (electric chair, snake, and grave marker) by hitting each of the Sparky, Snake, and Grave shots.
once you have collected all 3 inserts, the red arrow and all inserts will strobe
hit the lane once more to activate hurry up
the coffin will strobe. hit captive ball to collect hurry up (starts at 1.5 mil and counts down)
Multiple hurry-ups can be started / collected at once for at least double the award.
Once you have collected a hurry up, all three inserts for that shot (or shots) will light solidly, indicating that shot is completed.
if you complete a hurry up, progress will be saved from ball to ball.
if you do not complete it, progress will be lost.
Seek and Destroy
To qualify Seek and Destroy, you have to collect all 5 hurry ups --> Left orbit, grave marker, left ramp, right ramp, right orbit.
You get a nice intro animation and call out, then the band rips into the thrash part of the song.
Timer counts down as the band plays on stage.
One lane will strobe, this is your ‘SEEK’ (also indicated on DMD)
Hit the lane for a jackpot and to add time, and the coffin shot will strobe.
Hit the coffin, this is your ‘DESTROY’, and you are awarded a super jackpot and a new animation / callout.
Repeat until time runs out or you lose your ball.
During the mode, any non-lit spider arrow will score a mini jackpot (250,000 and grows each shot).
At the end of ball or round, you will see your SEEK AND DESTROY total.
If it beats the current record, you make the scoreboard.
Blackened
This mode is started by collecting all 4 band members by hitting all 4 stand-up targets.
Completing the fourth band member requires four completions of the stand-up targets.
For the Blackened mode you have to complete the Guitar Pick targets to light the shots for points. The base starts at 1M and goes up each time you hit a target. The value for each target is 250K + some small increment for each target hit. However unlike most other values in the game, the Blackened mode adds the multiplied value to the base (1M). So if you hit a target with 2x scoring running, it will add +~500k. Times 4 targets and you have 1M + ~2M = 3M which you can then collect with the multiplier.
CRANK IT UP
Huge scoring potential modes, but also high risk because they are single-ball play modes with a short ball-save to start each mode.
To activate the first crank it up mode, 15 hits are required for each of the following:
Grave marker, electric chair, snake, and coffin. (adjustable in settings) Each subsequent CIU requires 5 additional hits (ie. 20,25,30)
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.
For Whom The Bell Tolls:
All shots will be lit for jackpot shots. Shoot each one three times to complete the mode.
Hit flashing shots. Seems to be the highest scoring mode on the Pro.
Fade to Black:
Jackpot value collected based on switch hits.
One shot will be lit for full value jackpot, then usually changes to different shot if you collect it. for flashing shots and hitting a set number of switches.
Battery:
Sparky bash mode. Each time you bash Sparky, it lights other shots electric chair inserts for jackpots.
Enter Sandman:
This is a controlled, sharpshooting mode. On-the-fly play does not work as well in this mode.
Three random (I believe) inserts on the ramps/loops/cross will be flashing. You must shoot a shot with at least one of the flashing inserts to get a full value jackpot and light that insert(s) solidly.
Each time you hit ANY switch, the 3 inserts that are lit will change to new random positions.
If 2 or 3 inserts are flashing on the same shot, if you shoot that shot, it will award you a 2x/3x jackpot and 2x/3x progress value.
Solidly light all the inserts to score the completion bonus.
Once all are completed, CIU will light at the scoop.
CIU can only be activated in single ball play.
Note: Seek & Destroy carries over into CIU
CIU can be used to achieve monster scores or progress to END OF THE LINE.
To collect your CIU super jackpot exit out of CIU, you only have to hit each of the 4 CIU insert shots (Cross, Chair, Coffin, Snake) and finish at the scoop.
Any ramp or loop will award some points and progress toward completion, but much higher values and greater progress awarded for hitting flashing shots.
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. Try to stack 2x scoring with the cashout for huge scores. Choosing to end the mode will give you the opportunity to re-collect 1/4 of your CIU collected super jackpot by hitting all lit spider arrow shots, followed by the scoop. The CIU reprise takes place during both single ball play or multiball, but doesn’t carry over to your next ball.
If you are playing for EOTL, finishing CIU quickly and relighting it is the way to go.
END OF THE LINE
Wizard mode that requires starting all 4 Crank It Up modes to qualify it.