Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
4 shots
Start with the Items
Items light Crank It Up, the song modes. When Crank It Up is lit at the scoop, open Step 2 - Crank It Up.
Step 1 - Start with items
Plunge into the flashing top lane. The flippers change it. Super skill shot: hold the left flipper so the ball goes round the left orbit, then make any major shot for 2x. It shortens the ball save.
Why this shotSmall points. All five top lanes light a Mystery at the scoop. The song you pick at the start is only music.
Shoot the shot where the spider has lit an item.
Why this shotThe spider lights an item at its current shot. Lit items can be collected again and again until the ball ends.
Hit the Coffin captive ball for coffin items.
Why this shotCoffins can't be spotted by the spider. You have to hit the Coffin.
Snake, Grave Marker and Sparky are the three inline shots. Sparky, straight up the middle, is the most dangerous.
Why this shotKineticist: the Snake is the easiest inline shot from either flipper. The Grave Marker is safer as a backhand from the left.
Worth knowing
- Kineticist calls the left inlane, outlane and slingshots the deadliest area. Avoid them.
- Three item inserts lit on one shot start a hurry-up. Collect it at the Coffin to lock those inserts across balls.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
4 shots
Then Crank It Up
A song mode at the scoop. When the song ends, open Step 3 - Multiball.
Shoot the scoop when Crank It Up is lit.
Why this shotEach song is a single-ball timed mode with a short ball save. Each shot adds to its jackpot.
Choose with the flippers.
Why this shotKineticist's picks: For Whom the Bell Tolls if you like ramps, Fade to Black if you like spinners.
On a ProFor Whom the Bell Tolls is the top pick.
Follow the lit shots.
Why this shotEach song has its own shots. See the Crank It Up tab.
Snake, Grave Marker, Electric Chair and Coffin once each, then the scoop.
Why this shotHitting all four items once each (not spider-spotted) relights the scoop. Shoot it to cash out the jackpot, or keep playing.
Worth knowing
- Each Crank It Up needs one more of each item than the last.
- A song can't be replayed. All four light End of the Line.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
3 shots
Then a Multiball
In the Remaster each multiball levels up a band member, and four band members light Blackened.
Keep hitting Sparky or the Grave Marker.
Why this shotEach multiball is lit by hitting its feature many times and started there. Electric Chair and Grave Marker are good first ones.
During the multiball
Complete the four pick targets.
Why this shotAll four light the Snake to lock a ball and start 20 seconds of 2x playfield. The first time also adds a ball.
Collect jackpots until the super lights, then make it.
Why this shotStarting a multiball, or a super jackpot in it, raises that band member by one level, up to 8.
Worth knowing
- Multiballs can't stack with each other, but a song mode can run during one.
- Robert is Grave Marker, James is Electric Chair, Lars is Coffin, Kirk is Snake.
Not the next step. Open a song only when you are choosing one, or already in it.
2 shots
For Whom the Bell Tolls
Kineticist's best song on a Pro.
Hit each of the five major shots three times.
Why this shotEach hit raises the next jackpot at that shot. All 15 inserts finish it.
Left ramp, right ramp, left ramp.
Why this shotOn a Pro you can alternate ramps for safe progress.
Worth knowing
- Remaster: the completion bonus is now 15M plus 2.5M per finished song.
Not the next step. Open a song only when you are choosing one, or already in it.
2 shots
Fade to Black
The safest song.
Switch hits and one random major shot pay jackpots.
Why this shotThe lights dim as you collect. The goal is to turn them all off.
Shoot the flashing shot.
Why this shotKineticist: aim for the flashing shots for progress. Spinners are on by default.
Worth knowing
- Scores are usually lower than the other songs.
Not the next step. Open a song only when you are choosing one, or already in it.
2 shots
Battery
High risk, high reward in the Remaster.
Shoot Sparky up the middle.
Why this shotSparky now lights all five shots.
Make the lit shots.
Why this shotThe flashing shot adds 2x.
Worth knowing
- Sparky is the most dangerous shot on the game.
Not the next step. Open a song only when you are choosing one, or already in it.
1 shots
Enter Sandman
Kineticist's least favourite.
Three flashing inserts move with each switch hit. Hit them.
Why this shotStacked inserts pay double or triple. 15 hits finish it.
Worth knowing
- Hard to play consistently.
Your first multiball is already in Starting Shots. These pages are for later.
2 shots
Electric Chair Multiball
3-ball. James's multiball.
Shoot Sparky and the lit shots.
Why this shotThe chair is a jackpot too. A meter shows how close the super is.
Shoot Sparky when the super is lit.
Why this shotSeven supers make every chair jackpot a super.
Worth knowing
- Complete the pick targets for 2x and an extra ball.
Your first multiball is already in Starting Shots. These pages are for later.
2 shots
Grave Marker Multiball
2-ball. Robert's multiball.
Collect all five jackpot shots.
Why this shotSolid inserts raise the value. Draining resets progress.
Hit the Grave Marker.
Why this shotIt traps the ball for 20 seconds, then scores the super.
Worth knowing
- Grave Marker drops also raise bonus X and light Resurrection.
Your first multiball is already in Starting Shots. These pages are for later.
2 shots
Snake and Coffin Multiballs
Kirk's and Lars's multiballs.
Snake
Left ramp or right orbit, then the Snake.
Why this shotAll shots are jackpots in this 2-ball multiball. The super is a combo into the Snake.
Coffin
Shoot a ramp, then the Coffin, for each jackpot.
Why this shotA 3-ball multiball. The first needs 25 Coffin hits, the second 30.
Worth knowing
- One Coffin super jackpot takes Lars straight to level 8.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Hardwired, 72 Seasons and Resurrection
Modes added in the Remaster.
Light all five hardwired inserts, then the scoop, in single-ball play.
Why this shotFrom 2M. Four unique shots light the final shot. With enough boosts it awards a self-destruct shot spot.
Complete all four pick targets in single-ball play.
Why this shot72 switch hits start a 72-second mode with four toy jackpots.
Hit the Grave Marker drop targets.
Why this shotIt lights both outlanes as a save. Three hits, then three more each time.
Worth knowing
- Self-destruct spots a shot from the action button. Up to three can be stacked.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Blackened and End of the Line
The wizard modes.
Shoot the scoop. It runs before Crank It Up if both are lit.
Why this shotLit when all four band members are lit. A 4-ball multiball; band levels set the jackpots.
Hit purple shots to relight the reds.
Why this shotRed shots are jackpots, purple shots are 2x and blacken. All shots blackened light the super.
After all four songs. A 2-ball multiball.
Why this shotEach super uses 25% of a Crank It Up song's score, lowest to highest.
Worth knowing
- With the topper, METALLICA letters lead to And Justice for All.
Check the source
Unofficial card. Not affiliated with Stern Pinball or Metallica. Rules follow Kineticist's Remastered guide and its original Metallica tutorial for the rules the Remaster keeps; model differences follow that tutorial. Point values move when Stern ships code, so trust the inserts on the machine.