Quoted from tominator:So in my sorcerer manual it says solenoid 14 is not used...
When I run a solenoid test, nothing happens on 14...
Why is this coil there if it's not used?
How can I get it working?
The manual list #14 as unused but there is a coil number for it. (I think it was 14, but I cant check until the game is back together.)
Not really important what # it is because if its not working the solenoid test can't tell you why. Inspect that the wires are securely soldered to the lugs and the plunger is free to move. That coil isn't original but it will probably be ok. The coil sleeve (that is sneaking out the top) is definitely wrong. You need a flanged coil sleeve, the current one might be binding the plunger.
Get out your multimeter and measure the dc volts on each lug of the solenoid with the game in attract mode. Black lead on the big metal backing plate, red lead on each lug. Each lug should have around 30vdc solenoid power. If missing power on both = power to the solenoid is broken (probably a wiring issue since the other solenoids work. Trace the larger red wire back). If missing on one, the small coil winding is broke on the solenoid leaving the coil "open".
If power is good and still in attract mode, grab an alligator clip and momentarily (quickly!) touch the coil lug with the non banded side of the diode - with the smaller wire - to ground (metal backing plate). If the coil fires, the coil is good. If it doesn't fire, there is not power or the coil winding is broken (determined from previous step). Now move the alligator clip and momentarily ground the metal tab of the drive transistor for that coil. If it fires, then you know the wires are good. If not, the smaller wire to the coil is broken.
If the above tests check out, and it still doesn't work in game, then you have drive transistor issues on the mpu.