Start Fuel and play all 4 MBs to qualify Blackened. Coffin MB can be stacked with any other MB. Hit the 4 stand-ups on both sides of the ramps to light Snake for add-a-ball for all MB except for Snake MB. Start Blackened at the right scoop, shoot red shots then flashing purple shots, all scores multiplied by balls in play.
Super Skill: Hold left flipper up, short plunge to flipper, and shoot the blue arrow target
Electric Chair MB: Hit Sparky to start MB (10 hits needed, successive +3)
center Sparky shots count as 2 hits
During Sparky MB hit the 4 pick targets to qualify add-a-ball and 20 seconds of 2X playfield multiplier at the snake head (green light will be flashing)
Jackpots are flashing electric chair shots
All switch hits add to super jackpot at sparky once all sparks are full
Grave Marker MB: Complete set of 3 Grave Marker drop targets on left lane. Then shoot magnet at end of lane to start MB.
All major shots except Grave Marker lit for Jackpot (200K + 20K per crank it up items collected)
Shooting Grave Marker will award 250K and reset all jackpot shots
Collect 5 JPs and Grave Marker magnet is lit for Double JP. Ball is held for 30 seconds, all other JP shots multiply the Super JP, awarded by knocking the held ball off the magnet. (1M-5M) - Super JP multiplier held for the entire game
Drops also light outlane ball saves
Snake MB: When lit, shoot Snake to spot a S N A K E letter, once completed shoot Snake to start 2-ball MB
Jackpots at all major shots (300K base)
Every shot except Snake adds +1x to Snake Combo up to 3X. Collect at snake.
Collect 5 Snake combos to light all shots for Super Jackpots (750K base)
Coffin MB: Shoot the captive ball 5 times to light 1st lock at captive ball, 10 shots to light 2nd lock, 15 for 3rd lock. Locking the 3rd ball stats MB
Combos that end at the captive ball increase captive ball hit count
You can qualify and start 1 other MB during Coffin MB
Jackpots alternate between flashing arrow shots and captive ball (400K base)
Complete all arrow shots to light Super JP at captive ball (3M base)
Crank It Up:
Qualify by collecting 12 Electric Chairs, Grave Markers, Snakes, & Coffins (progress shown on display). Additional collections beyond 12 boost Crank It Up value.
A cyan spider arrow shows which shot is enabled for collecting shots
Shoot the feature to qualify collection at the lit spider shot
Right scoop will light to start Crank It Up once all items have been collected
There are 4 different modes to pick from, or take the points (~5M)
all require shooting shots and collecting at the right scoop
mode length last the length of the playing song
For Whom the Bell Tolls: Shoot all 5 major shots up to three times each, light all 15 inserts to achieve a completion bonus (minimum 15M)
Fade To Black - Every 25 switch hits advance a level and scores a Jackpot - best to hit spinners, flashing shots worth more
Advance 12 levels to complete
Battery: Shoot Sparky to light other shots, making those shots increase Sparky's value. Flashing shots worth 2X
Complete by hitting Sparky 12 times
Enter Sandman: Make major shots with flashing inserts, values increase with each lit insert at that shot. Light all 15 inserts to complete
Coffin Hurry-Up: Making a shot with 3 lit inserts will qualify the captive ball for a Coffin Hurry-Up. Making this shot locks those items for the remainder of the game.
Side Modes:
FUEL: Shoot the side target 4 times, then hit the lit dead-end target for 2X playfield.
Starting FUEL 3 time starts Fuel Frenzy - all switches score 5-15K, Fuel targets score 100K, and the Dead end lights for 750K
Lady Justice: Shoot left and right ramps a collective of 9 times to collect METALLICA letters. Next ramp shot starts this side mode.
Alternate shots between left and right sides of the playfield
Making a shot with less than 15 seconds left resets timer to 15 seconds
Seek and Destroy: Qualify by collecting 5 Coffin Hurry-Ups.
Shoot lit shot for "seek" and cash out at captive ball for "destroy"
Making a shot with less than 15 seconds left resets timer to 15 seconds
Super Spinner: Complete the four Pick targets on the playfield lights the orbits for one spinner rip (100k/spin, +25K if pick targets hit in order)
72 Season: Complete the four 72 season stand-up targets to start, then hit 72 switches, all in single ball play, to start.
72 second timer begins, hit as many switches as possible to build Toy Jackpot.
Collect Jackpot at any lit 72 Season stand-up targets
Mode ends when 4 jackpots collected or time expires
Blackened (Mini-Wizard): Play all 4 MBs to collect each band member and qualify Blackened at the scoop. 4-ball MB.
Playfield multiplied by number of balls in play
Flashing red shots build Super Jackpot value
Flashing purple shots collects Jackpot, relights red shots, and blackens that shot
Making blackened shots increase purple shot value
Hitting captive ball will move the purple shot
Complete 3 blackened shots for an add-a-ball
Complete all shots blackened for Super Jackpot and another add-a-ball
Collect extra ball at right scoop
Light mystery via inlanes and pop lanes, collect at the scoop