If you’re struggling to get the Blabbermouth achievement in The Inner World, this guide is for you. I’ve put together a list of who you need to talk to in order to get the achievement, as other guides don’t specify this information. This guide helped me get the achievement and I hope it helps you too.
Introduction
The way I made sure I could check off a character was to open their speech menu, and try to black out at least one subject (by spam-clicking through the dialogue). This allowes me to guarantee I have talked to a specific character, as some have rather long dialogue trees and changing options.
I do need to mention that all of these characters need to be talked to in one playthrough, because you can’t go back through the chapters.
One big note: the achievement will ONLY TRIGGER once the final cutscene and credits have rolled. You will not know beforehand if you missed an NPC or not.
As always, this chapter will have spoilers for the game, but I assume you are here because you are replaying the game for all the achievements. If you are not, go play the game without achievement guides first!
So saddle up your Basylians, because we’re about to get one of the most annoying achievements in this game.
Chapter 1
- the Garbage Dealer
- Detze
- Barmaid Ottilie
- the Asposian (the one with the cradle)
- the Arms (Tailor)
- the Sin-O-Mat
However that leaves the following 6 character to interact with a speech bubble:
- Wind Monk Maleus
Found in the Ottilie’s bar gambling away at the slot machine. You steal his cloak for the Strawbear Yarn.
- the Wooloof
The little creature sleeping next to Ottilie. He has his own text box, but won’t say anything.
- the Sleeping Guest
Will remain sleeping when you interact with him. Wears a yellow coat.
- the Guest
A guest drinking some alcoholic beverage away in the back of the bar. Has a sign next to it related to stories.
- Guard 822
The guard that eats his sandwich. He warns you about a Basylian attack in a cutscene and you steal his lunchbox.
- the Loge Guest
This is the sleeping guy on the railing in the Mechatheater. Even he has a textbox
- Laura
Laura can be talked to in her hideout, however Robert will stop you to try and remain hidden.
If you have tried to or have talked to all of these characters in Chapter 1, congrats! That is all for this chapter.
Chapter 2
- Gorf (as Robert)
- Gorf (as Laura)
- Robert (as Laura)
- the Aerologists (as Laura)
Funnily enough you cannot talk to the monk even if you try. Anyways, this is the easiest chapter by far! See you at the Gate!
Chapter 3
- Gorfelina
- Laura
- Steve
- Pete
I don’t remember if you can already talk to the Dynasty at this point (I don’t think you can), but I forgot and got the achievement so I don’t think it counts if the action is there. Anyways, we gotta find out if our heroes survive the fall!
Chapter 4, Part 1
- the Mechanic Guard
Found in the very first room with his nose through a blueprint. Has a knee injury and will give you the Allen Wrench and Clear Varnish
- Sgt. Parakeet
Found in the second room, whistling so that the Guards follow their footsteps.
- the Lab Guard
Found in front of the lab. You can talk to him before giving him Laura’s Note and switching the posters.
- Laura
Found inside the lab. She doesn’t give a whole lot of dialogue though
- Reminepo
Found inside the capsule in the lab. Talk to him twice for another achievement 😉
- the Weird Guy
This is the guy you need to take out to save Reminepo. Yes, you can actually talk to him.
I don’t know if you can talk to the hedgehog pet in the Throne room, but I didn’t talk to it and did get the achievement anyways. Anyways, Laura and Reminepo have been turned to stone, so it’s time to make our great escape and save the Dynasty.
Chapter 4, Part 2
- Steve
- Pete
The other three are really, really easily missed. The people you need to talk to for the achievement are:
- Gorfelina
Found outside of the Gate. Giving her the gum is not enough to get her to count, you need to actually talk to her.
- the Dynasty
You can talk to the Dynasty while they are still statues, but only BEFORE you hang up the disco ball.
- Conroy
During the encounter with Conroy you can actually talk to him about several subjects. This should be the last and final NPC you need to manually speak to to get the achievement.
And the world is saved!
Epilogue
I thank you for reading this guide more than a decade after the game came out, and hope you have a great day!
P.S. If people want me to add screenshots of the exact locations of the NPCs, leave a comment and I will add them.
Hope to see you around!
And that wraps up our share on The Inner World: Blabbermouth achievement guide. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by LanternKnight, who deserves all the credit. Happy gaming!