Not so much because the game didn't suggest that a hole was there, because at some point I did notice the reference. I tried a number of commands and everything failed. (Not to mention, that whole sequence is a bad time, in my opinion, to be telling key information. Just like in real life, if I walk into my room and find some guy jerking-off, all I want is for him to shut-up and get out. No matter what is said during that time, I'd be pretty much like the little kid on the playground holding his fingers in his ears going, "lalalalala, I can't hear you." In the game the character seems to respond pretty much that same way, and it creates a scenario of, ignore everything that is written here and pretend like this never happened. Maybe I'd talk to him about it later, but I'm really not listening to anything he says right then. I realize this part in parenthesis is a bit of a tangent. Feel free to ignore it, but it's still info as to how the story section can be taken.)
x mold
x hole
x wall
look through hole
search wall
look at mold
Not sure what else I may have tried. The game treated everything I typed as though none of them were in the game. Eventually I gave up. After your comment I went back and tried a ton of things all over again and eventually stumbled upon "look at hole". When this resulted in looking through the hole I was completely caught off guard. To me, "look at" means to visually inspect it: see if it exists; notice its shape and smoothness; observe traits about the hole itself. The only reason I eventually tried it was because I was desperately trying to prove that a hole even existed.
Anyway, that's the long way of saying you maybe should add in some alternate commands for this event.