Quoted from WesleyCowan:
Been over and over the various items involved in Fuse 702 looking for a short or the cause of it blowing. I've run out of ideas and patience for the night. Spent several hours on this one problem today. I have been having lots of trouble with my WOZ over the past few months and spent lots of time and money.
I now wish I had waited and bought a later production game. I've grown weary and discouraged by spending time working on my HUO WOZ way more than playing and enjoying it. I'm seriously considering selling it and eventually seeing if I can find one way more reliable and less frustrating for me. My was built 9/11/13.
Should be pretty straightforward. Does it pop immediately? The suspects are all coils or magnet coils:
Witch Top magnet
Witch bottom magnet
Top lanes magnet
Right orbit magnet
Castle flipper coil
Munchkinland flipper coil
left sling coil
right sling coil
top lanes sling coil
Power off then check them with an ohm meter and see if any of the above-listed coils are shorted or have much lower resistance than others. If so, that one is likely your problem. You can access the castle flipper coil without removing the mini-pf through the hole in the main pf underneath.
If you don't know how to use an ohm meter, power off, then you can mark (DEFINITELY MARK!) the coil leads so you can put them back on right and then remove one set of coil leads at a time (insulating them with electrical tape while off so they don't hit something while loose and cause a bigger problem) then power on and play the game and see which one eliminates the problem when disconnected. Repeat until the problem one is isolated.
Stuff happens. A Ghostbusters we got in the subway coil died almost immediately. I used one on hand to get it going, but Stern sent a replacement I held on to. I just used that replacement and it blew out a board transistor - the coil was shorted, brand new. If you own pins, you eventually become a pretty good tech. It's too expensive to pay someone else to maintain them for you.