I found myself many times just cycling through the items in my inventory, just randomly trying things because it was unclear what certain items were for. The next item on our list of disappointments with this game is the layout of the nodes the player is allowed to walk through. The scenery was shot on location with photographic stills, which gives no excuses for the lack of available views. Many nodes are two views only, meaning you can either look forward or behind you, but not to the left and right. However, other nodes have three or sometimes four views, making it confusing as to which direction you are facing.
Most views have no hotspots, and the ones that do have the hotspots hidden in obscure angles.
I spent a lot of time wandering around rooms aimlessly searching for something to interact with. But then again, I do that all day at the office. Look at all that stuff around the playing area you are supposed to keep track of. Here is a fine example of how simple touches would have helped. Using crossfades as transitions from one shot to the next, instead of abrupt jumpcuts, could have smoothed out a lot of the confusion in the navigation.