Ok, thank you for your help.
I added :
[[CCSpriteFrameCache sharedSpriteFrameCache] removeUnusedSpriteFrames];
[[CCTextureCache sharedTextureCache] removeAllTextures];
And some memory (about 50% of live bites was deallocated).
About autorelease pool, you see I can’t wait then it will be released, because I am calling popScene and then immdiately push another scene. And it crashes application during testing on real device, because of not enougth memory. But suggestion about texture cash gave some progress.