Right behind the door to that area you'll find a container and a Save Station. Jump to the next wall and then over the generator. Go down the elevator. The pod is below. Some new Necromorphs will appear – you'll deal with those by shooting the yellow growths on their limbs. Continuing on you will encounter Hammond and receive a new objective. Neutralize 30 crawlers (undead space babies) without detonating them. Your goal is to locate Nolan Stross now that Daina's option is no longer valid. If you don't have these weapons, the Javelin or Line Gun and Plasma Cutter can be used as well to create a similar slaughter, but you will need to rely more on stasis to group enemies into kill-groups. When you get there activate the filters. Power Node - At the Fashion Kid store's front door. Still on level two you'll need to get to the Refrigeration West. Once you have the quivering seed, use it as a one-shot bomb on anything you like, but only cysts count for this condition. There are some alcoves to the left, and the middle one holds an Upgrade bench. You'll find an upgrade bench in the first one and a container guarded by a Necromorph in the second. Unlimited Power Nodes Trick. Go past the Stasis Recharge Station and into the zero-G room. Jump to the wall seen on the first screen, and then through the yellow gateway. Dead Space 2 - Chapter 6: The Graduate / Выпускник [Only Plasma Cutter Hard] Use a cyst's explosive seed to kill it (or another cyst). Before moving on be sure to check the Store, and the Save station. For Dead Space 2 on the Xbox 360, a GameFAQs message board topic titled "Should I buy power nodes". Dead Space Wiki is a FANDOM Games Community. Remember the rule that if it glows, take it. The best thing to do is … You will find a container right behind the door, and your objective not much further. The best thing to do is approach a ground-based cyst with a seed and kinesis-grab the seed when it pops out (using stasis on the cyst makes this task easier). The higher difficulties require a bit more cunning and reflex. Move out of the range of electricity and dispatch the necromorphs. Dispatch the Necromorph and the poison pod spoiling the air. Having an air supply relieves you of any time constraints when dealing with the two Lurkers who spawn after the fire is extinguished. Dispatching it now shouldn't be a problem. Around the corner there's a Necromorph attached to the wall opposite from the entrance; but since there are no explosive cans around you'll need to deal with it the traditional way. Let's try and tackle the objectives in the order you're given. Once the hall is cleared to the school, you can use the save station and store without fear of being molested. Credit for finding the glitch goes to Windell2009. DEV1LMAN_X Posted 1/31/2011 1:13:10 AM message detail I was in chapter 6 in an area with the things that spit explosives where there is a save point and a node door. Save your game, exit it and reload it. Go to the western growth chamber, but watch out for the corridor with some broken valves and shooting steam – you'll need to time it right. Enter the large hall – there's an elevator to the right with an Audio log out front and a container nearby. Playstation 3 owners PC players playing the game on BluRay Disc (BRD or BD) will simply move to the next chapter without this extra step. That starts off a smorgasbord of slaughter (and laughter, esp. Leave the zero-G area. Catch it with TK and you have a single-use bio-explosive. Chapter 6: Environmental Hazard/Walkthrough/Version 1 - The Dead Space Wiki - Dead Space, Dead Space: Extraction, Dead Space 2, and more. The next encounter starts when you hack the pieces in the play. Just outside the Grow Chamber you'll find a container and a Contact Energy  Schematic.