Like with the base game you'll most likely need to do two playthroughs of this episode in order to get all of the achievements. One to get all of the various achievements, and a second to go through the game without reloading a checkpoint, or reloading the game.
We have two achievements that are story related and unmissable, so you won't have to worry about them. "A Friend in Need" you'll get once you find someone to help you. That someone being Barry.
Then you'll get "A Friend Indeed" for following the signal to its conclusion at the end of the episode.
A bit into the game you'll end up in the basement of the church with a lot of furnaces that you can shine your light on to light them. Down there you can get "Words Will Never Harm You" for triggering all of the furnaces down there. That means you'll need to go through lighting every single one down there. I'd recommend going through and killing all of the taken first, before worrying about lighting the rest of the furnaces though.
A few sections later you'll come up to an area with a couple of big trucks that are trying to ram you. For "License Revoked" you'll need to get through the entire episode without using a vehicle. That means you won't want to get into any of the "wheels" word vehicles in that area. That's really the only spot in this map that you'd be able to get into a car so other than that you won't have to deal with it.
For "Fast and Furious" you'll have to make it through the final battle in less than 1 minute and 30 seconds. This can be tough, but you'll just want to try to save any flare gun rounds, flash grenades, and flares as you can. Once you drop down into the boss area, you'll want to hit your flare gun shots at the TV boss at each position and then use flares at the boat to run it down as quickly as possible. This is very tight timing, so you'll need to go very quickly. I'll have my full run through of this area play out so you can see exactly how I did it.
Before we go over collectibles we'll go ahead and cover the tough achievement for this special: "Run On Sentence" for completing the episode without reloading the game or restarting a checkpoint. You can do this on easy so feel free to do that. You just want to make sure you don't die and don't get hit with some weird glitch like I did... Very unfortunate...
But anyway, a lot of the same tips that apply for the base game's Nightmare mode work here as well. Running instead of fighting can be a good option, use a flare if you're getting overrun and run towards light, all that good stuff.
Now getting into the collectibles we'll run through them all in order, and I of course made a google sheet that helps you track which ones you've picked up, as well as with the rest of the collectibles in the game and all of the achievements.
Starting out at the beginning of the episode you'll be able to run into the kitchen of the diner and pick the first clock up.
Cardboard standee 1 you'll find a little bit later once you come out of a building and out to a yard with small red lanterns hanging. Head out to your right around the side of the building to find this standee.
Heading through the lit area and over a fence you'll then go to the left and past a few floating words you'll find cardboard standee 2.
You'll go across an asphalt bridge that collapses and eventually you'll end up going through a gate with the word memory in front of it. Once through the gate you'll be in a playground, and you can jump over the logs to your left to pick up clock 2 from on a bench.
Once you get entry into the church you can head on in and look to the left to find cardboard standee 3.
Down in the church's basement you'll be able to go forward, around the corner, and then keep to the right and you'll eventually find an armchair where clock 3 is sitting.
Once you meet with Barry, you'll go through a weird word maze. You'll eventually come up to an abandoned train car where you can grab clock 4.
As you're running through the woods trying to reach a safe haven light, you'll see a small circus tent to the right with red and white stripes. Inside of there you'll find clock 5.
You'll have to light up some bridge words to carry on forward and then once you start going along an abandoned train car, you'll go through the gap in it and check to the right for cardboard standee 4.
You'll keep going through that area and eventually go into a cave. Once in the area with streetlights alternating to power on and clear enemies you can head to the back left corner of the area and find clock 6 between two sections of fence.
Near the end of the street light area, you'll reach another safe haven light and over to the right you'll find cardboard standee 5.
As you get to the truck area with "wheels" words scattered around, you'll want to go forward to hit the switch for power. Then on your way back you'll want to stick to the left side and grab clock 7 from next to one of the pile of logs.
You'll keep on going until you end up using the word "climb" to go higher up and then you'll go to the left around some wood beams and follow the dock to the end to grab clock 8.
Once you get to the chainsaw taken, you'll need to go up to the edge of the building. To the left of it you'll find clock 9.
You'll go through another building and drop to the ground where there's the word "memory" near a big truck. Head around the right and you'll find cardboard standee 6 sitting in the alley.
Once you get into your apartment you can eventually go into your office. Clock 10 will be sitting in there to the right.
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