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He can't progress if the route to the next door is blocked by enemies, so sometimes rushing forward and pinning enemies into their starting locations (IIRC, the first two rooms of that scenario start blocked by enemies, as long as you can prevent them moving before his turn).
I literally cannot figure out how his AI is programmed. I thought it was to always move forward towards the last room which was annoying, but at least predictable. But, he threw that out the window when he turned around to try and get punched by golems. Also, I'm sure there's some reason that as a friendly AI he literally ran over a trap to get into a new room, but enemy AI won't walk over traps because...well...they're not stupid I guess? Oof.
Traps: he should be obeying the same behaviour as all AI does with traps: avoid them UNLESS the only path to your objective forces you over a trap (and with standard monster AI, it will choose its objective/focus bearing the traps in mind). So he should avoid traps mostly, but at the end of room 3 there's a group of 3 traps that block the door, so he will go though one of them. If you can trigger one of those traps yourself (either by taking the hit, or using some kind of forced movement to put an enemy into one of them) he should then use the gap.
But if you want to read a lot of people complaining about the cardboard version of this scenario:
https://boardgamegeek.com/thread/1741543/scenario-38-impossibly-hard/page/1
Rather than getting frustrated by it, consider it a challenging puzzle to solve. This is a digital boardgame after all, not an RPG. And some scenarios are purposely designed to be tougher. Think out of the box and try different tactics and party compositions! Or return to the scenario later when you have a party that's better suited to tackle this specific puzzle.
If you want some possible hints:
Play with four characters so you can block as much of his path as possible: if you block all possible spaces, he will not move.
You can amplify this blocking effect by bringing characters or items that can summon allies, to occupy even more hexes, and/or bringing a cragheart with the rock slide card (although taking some damage from it may be required).
In the boardgame version, the beast tyrant had a card that could move Redthorn back to the initial spot (exchanging positions with the beast tyrant) which really helps, but not sure if the corresponding card was nerfed in the virtual version.
The music note character's auras affect redthorn, and in particular the healing aura (or the shield aura) are quite good. Not to mention the aura that gives permanent disadvantage to enemies... that one is a game changer.
Characters with cards that can push mobs into traps are great in this scenario.
Last but not least, as with all scenarios, you don't need all characters to "survive". Bring a couple of good bruisers and, contrary to what normally happens, let them tank some hits so Redthorn doesn't get damaged, and if they get exhausted... you can still win. Or alternatively bring a max level Sunkeeper with her awesome 9 level card that makes her absorb and reduce damage taken by allies.