As soon as you start the chapter turn around and enter the room which you just flew in the window of. On the set of drawers in the left corner is a power node (16). Return to the starting point and use the door to the left. Inside, along the left wall you will see a coin laundry filled with washing machines and dryers. Here you can save your game at the save station (ss17) if you wish.
Instead of going through the door indicated by the suit locator, enter the door opposite the laundry room onto a terrace area. Look on the ground on the far right for a schematic (Schematic 9 - Seeker Rifle). Return to the laundry and enter the door the suit locator is targeting. Enter the unlocked door on the right, follow the hallway and take the elevator at the first right. At the bottom you will be able to save your game at the save station (ss18).
Continue down the hallway and turn right into the large open room that looks terribly familiar. As you enter a pregnant necromorph will emerge from the door opposite you. The preganants contain swarmers, so it is important that you do not pop them by shooting their stomachs, other than that they are just like your standard slasher. Kill it and continue into the room, a second pregnant will then appear behind you, so deal with that too. When the two are done six leapers will appear to have a go at Isaac, only two will attack at a time, so get ready for three short fights. Once they are all dead, continue through the door the initial pregnant came from.
There is one more pregnant in the hallway here. Kill it and either go right to utilise the shop here or go left to continue onwards. As you enter the following room you should see a broom fall upon what appears to be a bubble of flesh on the ground and explode. This necromorph type is called a cyst and they act like proximity mines, you need to shoot them before you get to close or they will shoot an explosive projectile at you which will do a lot of damage. You can usually tell when one is nearby by the gurgling noises they make. So make your way to the far side of the room shooting all the cysts and the legless slasher that appears as you do. At this point, use a power node to access the store room on the right for a ruby semi conductor and a bronze semiconductor before using the bench or the save station (Ss19) here and entering the door nearby.
You will find yourself in a large open zero gravity area with a blazing inferno covering the wall opposite your position. To progress we need to remove the oxygen from the room, after all fires can't survive without oxygen can they?
Look to the left of the centre of the room and remove the power block from the wall mount here. Opposite this is a similar structure, head around to the back of this, removed the kinesis panel and again take out the power block. Float up to the balcony above the second power block to find an audio log (Log 19 -Happy Hopes). Boost up to the top of the room to find a similar structure as the original two from which we can extract the final power block. Removing this will cause the oxygen to disappear along with the fire.
Grab the power block and return to ground level. Enter the hallway that was previously blocked by fire and kill the two lurkers hanging out in here. Carry the power block with you as you follow the corridor to the left. In the next room turn to the right, pull the faulty power block from the machine here and replace it with the block you brought along from the previous room. Call the now activated lift, kill the spitter inside and ride it down to the next area.
Upon exiting the elevator, you can use the save station (ss20) here and then shoot the purple fuse box next to the door to the left to unlock it. You will be in a large store room similar to the one in which the train crashed earlier.This one though has cargo crates scattered all over the place. As you make your way through the cargo crates, you will hear the noise of stalkers about, seven of them to be exact. Find yourself a wall to stick your back against, preferably at the end of a long corridor so that they have to run in a long straight line to get at you when they charge making it quite easy to plant a bunch of detonator mines in front of you for them to stumble over or to use kinesis and pick them off with any other weapon.
Once the room is clear follow the suit locator to a hackable panel. Hack away and then enter the newly unlocked door. Make your way through the dark corridor around the corner and head up the ramp to the left. Exit the door at the top and you will find yourself back in the shopping mall area we visited before.This time, on the other side behind a metal roller door is another survivor, Ellie - she is being attacked by a whole mess of slashers and leapers, so go over and help her, or stay back and watch - just keep in mind that some of the baddies might come for you either way so stay on your guard. Once the necromorphs stop coming, Ellie will have a chat with you. Following the discussion she will unlock the door.
Instead of going through straight away, head over to the light speed boy statue on the right side of the area (which you can dismember for an achievement/trophy if you haven't already) and look at the base to find a schematic (Schematic 10 - Pulse Rounds). Head back and enter the elevator that Ellie used and ride it down to the next floor.
You will enter the room where we first encountered the pack earlier. This timethere are a few cysts about, so deal with them and as you move into the room, kill the slasher and the pregnant that charge at you from the opposite side ofthe area. Once you have put them down, you can save the game at the save station (ss21) and use the shop nearby.
When you are ready, continue across the room killing or avoiding any more cysts you encounter. Also look at the right hand wall, about half way along, you should see a small hole (this is where the little kids crawled out from before to attack you) it now has a power node (17) inside it, so use your kinesis to grab it. At the far end of the room, you will be attacked by a spitter and a slasher, deal with them and another pair of slashers will appear from behind you. Once you have cleared the area, enter the unlocked door to find yourself in a school.
Head down the right hand corridor, and check out the window on the left if you want to see the new type of necromorph we will be facing in this section - the crawler. Crawlers are little explosive baby necromorphs that usually appea rin large numbers, they are easy to kill, but need to be kept at a distance or the resulting splash damage from their detonation will give Isaac a few issues. Continue past the window and down the hallway, enter the door at the end.
Turn left and you will see a few crawlers coming into the room from the door on the right, in addition a number of crawlers will enter the room via a hole in the far wall. Once they have stopped coming, continue through the right hand door. Several crawlers will drop from the ceiling and there are a couple on the back wall. All of them will start making their way towards you when you enter. Kill the closest ones first and then focus on the distant threat. Once the room is clear exit through the unlocked door, move a small distance down the hallway and then head into the adjacent room.
On entering the room have a quick look behind the desk to your left and you will find a text log (Log 20 - School Nurse Report 8022). You can save yourgame at the save station (ss22) here. When ready, enter the door to the left, continue down the hall and enter the gymnasium.
Move to the left side of the room and under the bleachers, kill the small group of kids that attack you from the front and the back and continue onwards. As you approach the far side, a super-spitter will drop from the ceiling in front of you. Super-necromorphs perform essentially the same attacks and actions as their normal counterparts, but they are darker in colour and can take much more damage before being killed. Once the room is silent, exit the bleachers and cruise up onto the stage on the right side of the room. Hack the panel here to open the room up a little.
You will now be attacked by a very large number of the pack and quite a few crawlers as well. Your best bet is to stay on the stage and kill them as they approach. If things get a little overwhelming there is a stasis canister on the wall behind the hack panel which you can throw at baddies to slow a large group down. Once the area is clear, the curtains on the right side of the room will open, revealing a door.
Leave the gymnasium and follow the corridor to the left. When you reach the circular desk in front of the exit, look behind it to find another unlocked door. Inside you will find a text log (Log 21 - Kids Gone Crazy) and behind it in the far right corner of the room a schematic (Schematic 11 -Flamethrower). Return to the previous room and use the other door to enter a playground area. Look on the left hand side for a rocket ship and use kinesis to grab the power node (18) inside it. When you are able, continue into the unlocked elevator here.
Note: At this point you will earn the achievement/trophy 'The Graduate'.
At the bottom of the elevator you can save your game at the save station (ss23), continue along the hallway here and go through the door to the transport hub. You will now be in a large open room, Ellie and Stross will beon the level above you. It won't be peaceful for long however so look around the area for a stasis canister and carry it over to and stand in front of the large red 'Transport Hub' sign. The lights will go off and after a short while a brute will jump down to attack you from here. Hit the brute with the stasis canister and quickly use your weaponry to take off its arms. If you need to, use your own stasis to keep it under control. Once the brute is dead, it will drop a ruby semiconductor.
Note: If it is your second run through on a new game + file, have alook for a mannequin dressed up like Isaac, next to it on the floor you will find a Schematic (Schematic - Vintage Elite Suit).
Use your suit locator to find the exit, and then continue through the short hallway to another door. Continue down the ramp here and stop when you see the mine with lasers crossing your path. Use kinesis to throw an object through the laser to detonate the mine from a safe distance, or shoot the mine. Enter the next room and look down the next ramp to see another type of new necromorph -a guardian. These bad boys sit on the walls and shoot out small growths that attach them selves to the floor and become tentacles, sort of like a lurker's tentacles, they will shoot projectiles at you. To kill the guardian, you need to sever all of the tentacles connecting the main body to the wall. Do not approach a guardian, ever. They can kill you instantly if you get too close.
Once you have taken out the guardian and any tentacles that it has fired off, detonate the mine here and continue down the ramp. Pick up the gold semiconductor off of its corps e and continue into the elevator. Ride it to the next zone.
If you are playing on the 360, it is now time to switch up the discs andcontinue on to chapter 7!

