User blog:PurplePassion20/Recommendation of Diamond Choices

Literally every chapter has diamond choices. They are often presented as favourable outcomes, compared to non-diamond choices and can range from 10 diamonds to 30 (with a couple of notable exceptions). However, some diamond choices aren't always worth it, even if you have them to spare. So I have come up with a system that explains which diamond choices are important and why. This is just a personal opinion, you might not agree, it depends on what you usually like to spend your diamonds on, or if you like/dislike a particular character more.

Each diamond choice will be given a number, based on a number of factors. These include relevance to the plot, ability to boost your score and/or relationships with other characters, length of the scene that the choice unlocks, number of diamonds required, etc. The numbers are as follows:

5: Critical. These diamond choices are extremely important to both the plot and your capacity to unlock certain endings. Sometimes, buying these diamond choices can drastically change the outcome of the book, regardless of previous choices.

4: Important. These diamond choices often unlock lengthy bonus scenes, including sex scenes, and/or usually contain details about the characters or setting that give the story more depth. They may also unlock items that are useful and/or boost scores (i.e. Nerve Score, Heist Score and Legend Score).

3: Helpful, but not necessary. These diamond choices can sometimes allow you to bypass other choices or prevent you from making wrong choices. While helpful, they are not necessary if you make the right choices anyway. Their usefulness may also be dependent on other choices you have made. For example, buying a 25 diamond outfit that boosts your relationship with other characters is more necessary than buying a 25 diamond outfit that prevents you from dying even if you make the wrong choice. Especially since there is no penalty besides restarting from a checkpoint, and you may already know the correct choices for next time.

2: Optional, but superfluous. These diamond choices are often cosmetic or "extra". They may be outfits that alter dialogue, flashbacks that provide a bit more information, or items with more fancy designs. If the player is invested in the story enough, then they may want to buy these choices. Otherwise, they may want to skip these diamond choices.

1: Not recommended. These diamond choices can be freely skipped without missing anything worthwhile (or sometimes, anything at all). Alternatively, these choices may be designed specifically to benefit a character you have absolutely no interest in. People tend not to spend diamonds on these choices even if they are invested in the story and they have the diamonds to spare.

0: Detrimental. These choices are very rare, but are actually a worse option than the free choices given. These aren't just for outfits that look less appealing than the outfit given for free, or for characters who end up being a one-scene-wonder. They probably shouldn't even be diamond choices, because they do more harm than good.

It Lives Beneath

 * Spending time with Tom in Chapter 1: 4. This is a worthwhile diamond choice. For only 12 diamonds, you can find out some more information on the setting of the book (and the series as a whole), build your relationship with a potential love interest and boost nerve scores for both of you.
 * Diamond outfit in Chapter 1: 3. Wearing this outfit boosts your nerve score, which is helpful (since the MC will still be "Haunted"), though it doesn't boost your relationship with the character who gave it to you.
 * Letting Parker drive you home in Chapter 2: 4. This choice boosts both your nerve score and Parker's, gives information on his backstory and allows you to build your nerve score with him if you wish.
 * Lore Documents 2 to 7: 1. While these choices provides a bit of backstory, they don't change the gameplay or boost anyone's nerve score. The information in these documents is even explained by another character later on in the book anyway.
 * The Omen Bracelet: 4. A very important item that gives you an immediate nerve boost and helps to boost your nerve in later chapters as well.
 * Having breakfast with Elliot in Chapter 3: 3. This choice allows you to spend more time with Elliot and gain more information about the subplot involving the relationship between Elliot and Robbie. Though they become a couple regardless of your choices, you also get a small nerve boost (which helps if you lost 3 nerve points earlier in the chapter).
 * Go on a tour of Ned's house with Imogen in Chapter 3: 4, possibly 5. One of the most beneficial diamond choices. You get nerve boosts for you and Imogen (and Parker, though that happens in the following chapter), some more information about the mysteries of Pine Springs, a chance to boost your relationship with Imogen and the Skeleton Key. The Skeleton Key is an item that is used multiple times throughout the book and provides nerve boosts each time.
 * Go to Danni's house in Chapter 4: 4. You get the chance to boost both yours and Danni' relationship and nerve score (the latter is especially important for Danni, since she still has a nerve score of 0 by the end of Chapter 3), as well as finding out more info about the mysteries of Pine Springs.
 * Befriend the Otter: 3. Befriending the Otter gives you, Danni and Parker a nerve boost and the Otter reappears later on to help you (though this only results in one timed choice being skipped over). Exactly how useful this choice is mainly depends on your current nerve score.
 * Seeing Stone: 4 or 5. It's the first Rune Item. In addition to helping you unlock the mysterious case, this item will come in handy in the future and boost nerve score for Danni (who most likely still has the lowest nerve score at this point in the story).
 * Befriend the Coyote: 3. Unlocks a short but sweet scene that boosts yours and Tom's nerve score. The coyote helps out later on but only appears briefly (and is more helpful if a certain character has a low nerve score and can't save themselves).
 * Spend time with Tom in Chapter 5: 3 or 4. This diamond choice is more useful if you are romancing Tom, or if you got the bad ending from the previous book and need to boost Tom's nerve score to make up for it. Regardless, it's still a fun bonus scene.
 * Spellbook: 4. It's another special item that comes in handy later on in the book and boosts Tom's nerve score immediately (again, this is important if certain people died in the previous book and Tom's nerve score plummeted as a result).
 * Spend time with Imogen in Chapter 6: 3 or 4. Boosts Imogen's nerve score and yours and allows you to gain more romance points with Imogen. How useful this choice is depends on whether or not you're romancing Imogen, though the nerve boost helps when she loses some nerve at the end of the chapter.
 * Diamond outfit in Chapter 7: 1 or 2. Only get this outfit if you particularly like it because it doesn't change much or improve your nerve score, or your relationship with love interests.
 * Spending time with Danni in Chapter 7: 3 or 4. In this diamond choice we learn more about Danni, including something that may lead her to do something that will cause a rift in the group in the future. Also, relationship and nerve scores between you and Danni can be increased with this diamond choices.
 * Runed Bolas: 4 or 5. This choice will give one of the characters a weapon that will come in handy repeatedly throughout the book, providing several nerve boosts and will bring you one step closer to unlocking the mysterious case.
 * Hiding with Parker in Chapter 8: 3 or 4. You have the option to boost your relationship with Parker and increase both of your nerve scores. This choice is more important if you are planning on romancing him and need to improve his nerve score.
 * Stun Baton: 4. A powerful weapon that comes in handy in various combat situations and provides high nerve boosts (in particular, to a character who needs to have a high nerve score to avoid a game-changing experience happening later on).
 * Befriending the Owl: 3. Gives you a nerve boost immediately and provides another companion to help much later on (though how much help you and your group needs depends).
 * Adopting the Jackalope: 2 or 3. Gives you a nerve boost and unlocks a short scene later on. However, unlike the other three animal companions, this one doesn't aid you in combat.
 * Runed Wrench: 4 or 5. Another powerful weapon that also brings you one step closer to unlocking the mysterious case. It also provides a huge nerve score boost to a character who has a nerve check coming up soon (a negative outcome of this nerve check will have detrimental consequences for the rest of the story).
 * Get dinner with Imogen in Chapter 9: 3 or 4. Another chance to improve your relationship with Imogen, as well as nerve scores.
 * Diamond outfit in Chapter 10: 2 or 3. The outfit gives you a small nerve boost and impress other characters.
 * Spending time with any love interest in Chapter 10. Between 2 and 4. This is a 30 diamond choice (per love interest). If you've already romanced any of them and want to take things to the next level, there is a sex scene with your chosen love interest, as well as your ability to increase their nerve score. How important this choice is to you depends on your investment in your character's relationships and overall nerve scores.