Question about THQ Saints Row 2 for Xbox 360

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Saints row2 Hideout is inaccessable

I can go through the front doors but once I go down all the stairs the doorway to the main room is blacked out and I can only see the floating customization points from just outside the doorway. When I try to enter my character disappears and I cannot get out or move.

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It may be a glitch try resarting your game

Posted on Aug 06, 2009

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Hi. We are trying to get past the "shhhhh" level of the wii ghostbusters game. Our problem is the gray lady will not drop the floating furniture and run to the children's section when we corner...

Enter the room and make your way to the other end. Defeat the book bats and knights en route. When you get to the gray lady, attempt to scan her and she will flee again. Follow the trail (use your PKE Goggles) and fend off the book bats as you leave the room. Make your way down the hallway, blasting the knights that get in your way. Enter the next room. Here you will have to blast the areas the mini spuds are hiding in to draw them out. When that is done the spud will put himself back together and attack. Blast and capture it. Make your way into the next room and fight the golem. Defeat it and the doorway will open. Continue down the stairs to end the level. please rate.

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How do I move my Proform Treadmill to another room without taking it apart completely. It will not fit thru the doorway and too heavy to lift alone.

I have moved this treadmill several times since we bough it. Up and down stairs and from one room to another. I also used to be a mover so I hope this helps. I am not sure what model you have but i have the 525x. To move it I make sure the incline is set to zero, list the track/running section and lock it into place with the locking pin located on one of the handles. The Proform i have has attached wheels so i lean it back and get it close to the door standing straight up. Once there I turn the treadmill slightly and get one side through the doorway then I pull it halfway through the doorway. If its a tile, wood or linoleum floor make sure to put a rug under the treadmill to protect the floor. It will also helo it slide through the doorway easier. Then tuun the treadmill slightly the other way and get the other half through the door. Once there i tilt it back on its wheels and move it where i want it.

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10,200 BTU a/c blows air but not cool air

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Aug 27, 2009 | Heating & Cooling

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Hi I can't get past the wind temple.I am at a spot where there is supposed to be a door but there isn't.please Help!! i want to move forward in this game :(

Head north here, avoiding the gusts of wind as best you can. When you reach the bomb plant, pick it and throw it directly to the north so that it explodes the two lines of bombs on either side of it; that'll extend a path leading to the north.
When you reach the northwestern corner of the map, push the metal block to the east so that it blocks the gust of wind that blocks your passage. Hit the crystal ball on the far side to shut down the next gust, then head up the stairs to the east. Follow the bridge to the south and hit the door in the southwestern corner of the next room. Stand on the switch to unlock the door here, which will save you some time if you need to exit the temple again.
From this switch, head up the stairs nearby and head east. Navigate your way past the gusts of wind on the platform and get yourself down to the southeastern corner of the map. When you get past the battle room with the snakes inside, you'll come to the big door leading to the boss. You won't be able to unlock it yet, though; that much is obvious.
Head to the west from the big door and push the statue that's blowing wind to the south and west until you can't move it any more. Then, move in front of it and let the wind push you across the gap; that'll lead you to the steps heading downward.

B1 Floor The first battle room here seems odd—there aren't any enemies in it! If you move around, though, you'll cause some of the boulders to explode, revealing rock creatures underneath. Throw bombs at them to kill them. There are three in all; get them all to move on.
In the next large section of this room, you'll spot two windmills on elevated platforms. You'll need to move the wind statues near them so that both of the windmills are rotated, but doing so is easier said than done. Begin by moving off to the middle platform, where the windmills are located, and finding the switch to the east of it. Standing on it will drop a barrier to the southeast.
Explore the southeastern corner of the map to find a piece of treasure in a chest. With that done, hop into the airjets nearby to find a Courage Gem. Return to the airjets after nabbing it, but drop down to the ground beside them. To move on, you'll need to block one of the airjets with the metal block here. Push it up and to the right so that it fits into the third slot from the bottom. Then move back to the bottom airjet and jump into it; you should wind up in a position where you can land on top of the block you just placed, then walk off of it to the east to find stairs leading downward.

B2 Floor Use bombs to break the door here, then head out to a large, sandy room where more of the sandworms await you. Bomb them if you can, but you need to head to the middle of the room and check the map there; that'll point out four particular airjets that need to be dug up. Move around and dig up the four spots; that'll unlock two doors here, one to the north and one to the southwest. You can find a Power Gem on the western side of this room, by the way.
If you head out the door to the north, you can bomb a barrier and come back out to the B1 floor. Move south from there and push the wind statue to the left to set it to move the windmill there. Head back down to B2, proceed up the southwestern stairs, then repeat the process on the other windmill to bring down a Small Key.
Take the small key and return to floor B2, where you can unlock the door in the northeastern corner of the room. Doing so will lead you to the Bombs. Nab them and stash them on your equipment bar. Time to blow some stuff up!
First, return to the large room in the middle of this map and look to the middle northern section of the area. Head through the doorway that led to the northern windmill and move back inside. See the 100-piece Rupee off to the left? Well, if you head back to the large sandworm room and throw some bombs against the wall off to the left a bit and you'll find a hidden entrance leading to the rupees. There's no crack in the wall; you just have to guess as to the location of the entrance.
In the northwestern corner of the room, though, you will find a crack in the wall. Bust it open with a bomb, then return to the B1 Floor.

B1 Floor North Throw a bomb into the airjet near the doorway here; that'll set off a chain reaction that'll open the door nearby. In the second small hallway, you have to find the part of the wall that you can break through. Again, there's no crack in it, but there is a bit of tile just to the south of it. Throw a bomb onto the tile and you'll unlock the passage leading onward.

1st Floor Northeast You come out here into a room with numerous rocks. Ignore them, if you wish, and examine the north wall. There aren't any tiles on the southern side of it, like before, but there is one on the northern side, a few squares off from the western side of the wall. Chuck bombs at it until you find the weak spot and head on through.
When you come to the room with two rows of bombs in it, stand in the middle of them and spin attack to hit both sides at the same time. That'll open the door leading to the Big Key. Grab it, drop it down to the floor to the west, then chuck a bomb into the airjets in front of the Big Door. With the blocks out of the way, you can grab the key, jump into the airjets, unlock the lock, and get going on the boss fight.

Boss Fight: Cyclock, Master of Wind Cyclock will require bombs to defeat, as is usually the tradition when you find a weapon inside a dungeon. He'll rotate around the stage on the top screen, periodically throwing cyclones down at you. He'll also sometimes drop down himself and attempt to charge you. The cyclones are easy enough to avoid by running away from them, but the charge attack is another matter. Try rolling away from it when you see him coming down. Even if it does hit, though, it'll only do light damage, and there are plenty of pots around to nab hearts from.
If you look around on the ground here, you'll notice three spots where airjets will periodically appear from. Only one will pop at any given time, although Cyclock rotates around the three of them. Wait by the active airjet here and stand there until Cyclock's shadow is close to the active airjet; when he's above it, throw a bomb into the airjet and it'll pop into Cyclock's underbelly, dropping him to the floor. Hit him often and hard with your sword while he's on the ground. You'll need to repeat this cycle three or four times before he goes down, but down he will go, eventually.

Aftermath After Cyclock goes down, you'll gain two minutes on your Phantom Hourglass timer, and you'll meet Neri, the Spirit of Wisdom. She'll come along for the ride. You will also, of course, nab yourself a heart
My credits go to the maker of this guide i have not made this.

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1 Answer

Getting Dryer Through a Narrow Doorway

Remove any doors on the way down.Sounds like an older house that forgot progress (we make things bigger now),you could take off the exhaust vent also.
Hope this helped.
For more help go to live chat.

Jan 29, 2009 | Dryers

2 Answers

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1 Answer

Problem getting out a level

Mission Three: Union Station
Head through the hall and up the stairs and you will come out to the train yard. Hang a left and then enter the open door on the train. Go through the car and kill the enemies that appear and head out the other side. Enter the large building and a scene with more Kestrels will play. After the big bang, you are in for a tough battle with another Kestral and a few armed punks. After you get Kestrel down to the ¼ health mark, she will take off to a platform high above. Head forward to the ramp leaning against the train and climb it. Go left and slide across the rail to the train across from it. Make a left and run to the end of the train and jump to the pole. Swing to the pipe and climb up. Back jump to the next pole and swing your way over to the platform Kestrel is on.

After the scene, head back down and across the ground to the doorway on the far side at the other end. Enter it and follow the hallway through until you reach the set of stairs on the other side of the sprinklers. Follow the stairs up and then follow through the hallway until a scene plays that shows a catwalk collapse. Head up the stairs there and take out the punks and then make a right at the top to head up more stairs. When you reach the top, swing across the bars to the next platform and then halfway down the stairs. Jump to the staircase on the left and head up to the next platform and more poles to swing across.

Enter the vent at the end and follow it through to a large room you’ll drop into. When the Kestrel shuts the gate, you need to open it up. This part can get a bit tricky. What you need to do is toss a body into the electrical panels on each side of the door and make sure you have a body on each panel at the same time. When you do, the gate will open for you to go through. The easiest way is to use your hook and throw the bodies into the panels. You can try kicking them in but it takes a long time and getting two up like that will not work quick enough. Use the hook to throw them into them and then go through after it opens. Follow the opening in the wall around and through until you reach the staircase. Head up and take out the punks there.
Continue up the next set of stairs and make your way to the end of the corridor. Go through the door on the left and enter the hallway. Head left and drop down the hole at the end. Follow the next corridor along to a set of stairs and go up and up and up to the top floor. Head through the door and go up another set of stairs. Take out the punks here and then you’ll be in a room with a large window. After the scene hop through and head to the left and around the corner to the door there. Kill all the enemies in sight and then a scene will play as a guy comes through the door there. Kill him and then go through the door to trigger another scene.

Head through the door on the left after the scene and head through the room to the right. Drop through the opening and head down the stairs to the ground floor of the club. Look up to the right and there will be a large neon sign that says Strages. Target it and then toss up your hook to grab it and pull it down. When it crashes down, run through the door there and you will come to the dance floor. When the punks attack, you will need to toss one onto each of the four speakers in the corners. When you have a punk in each speaker, the dj booth will blow and you can escape the dance floor. Make your way up the stairs and again until you come to the floor with a doorway directly across from you. Enter there and take out the enemies inside.

Target the ceiling and then pull it down with your hook. Jump up the debris and head down the corridor to the opening at the end. Go to the fence directly in front of you and start wall climbing up to the top. Jump over to the closest scaffolding and take out the punk there. Go to the corner of it and rail slide down the pipe and again on the next one. Jump to grab the pole and swing over to the next platform. Make your way to the ramp and run down it to the catwalk against the wall. Run to the right and head up the spiral stairs. Kill the rest of the punks and then enter the gear room. After the scene climb up the pole in the room with your back away from the gear. Back jump off to the flat gear and land on it.

From there jump up and grab the pole and then swing over onto the next gear. Jump from that gear to the right and then from there to the pole above. Swing up the poles and then over to the gear beside the weight going up and down. Climb the pole with your back to the weight and wait for it to lower. Jump back on to it and ride it up. Now you will have a little scene with Ephemera. After the scene, you will battle her for a little while until another scene plays. After the speech Ephemera gives, the mission will end.

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