Learning how to forge handwriting will require tempomorphing - and that process needs a memory-jogging item to work.
Where can I find a memory-jogging item?
If you talked to the Keymaster about Doctor Marcel, he had an interesting insight.
We should take another look around his office for clues.
He said the doctor often locks himself in a secret room.
What am I looking for?
Anything suspicious, or otherwise out-of-the-ordinary.
The locked drawer seems rather fishy.
Fishy?
There's bound to be something good in there, if we can pry it open.
What do I need?
None of our current inventory items will do the job - we need something thin and sturdy.
A knife should do the trick.
Where can I find one?
There's bound to be some spare cutlery (minus spoons) in the kitchen!
Click the first question mark for directions to the kitchen, and second if you need help finding the cutlery.
Go up the stairs in the basement and enter the door on the left.
Cutlery is inside the left cupboard - 'use' and then 'take' it to get the cutlery within.
What now?
Use your newly-acquired knife to pry open the drawer in the office, then 'take' the drawer to grab the item inside.
What am I supposed to do with this?
Where there's a key, there's a lock. Try using it on the locked doors in the area.
It's incredibly obscure, but you can use the key on your phone to learn which door it's for.
Tell me where the key needs to go.
Head down to the second floor (the one with a gate-locked corridor) - the key is for the door on the left of the staircase.
What do we have here?
A shrine to dearly departed Alfred; there's lots to look at with a morbid fascination, but remember - we're here to trigger handwriting-based memories.
What am I looking for?
Something that's been written in.
The homework notebook in the display case will do the trick nicely.
How do I trigger the tempomorph?
Make Harvey your active item, and 'use' him on the homework notebook.