Most of these "bugs" are somewhat intentional.
The unable to do anything with objects is intentional. No sudden movements basically. If you want to get something out, I suggest you do it in the room before.
The main reason for this "bug" is to make it apply to pretty much everything to keep people from just avoiding the script like I've watched them try. Sorry. Pretty much a nesscessiary evil.
Secondly, the "locked" door. It's like that right now to allow you to escape for the main reason and secondly to allow the fear to work properly. I can "fix" this at any point by making escape impossible like I originally intended, however I'd much rather leave it as is. Think of it as a auto-locking door if need be.
The begins I'm not sure why it did that, since there isn't enough of a log there for me to diagnose it as a mistype on my part with someone else in the room or just a random twitch.
And as far as the "fix for ranged spikes" the standard fix once applied nullified the script and so I took it off. I'll be doing some revisions on the scripts on this NPC in the near future so I'll see if I can come up with a different or simply altered fix for it, otherwise I'm afraid it'll be another deal with it position.
Also, the NPC has yet to be killed by anyone other than an immortal so I do encourage the player-base as a whole to give the old college try, at least once. I mean, I like seeing piles of loot.