It s really just a shadow type setting that needs to be set right.
Unity point light goes through walls.
Set your torches up with flame particle systems and then set the point light at the center of the hallway between the two torches.
You can simulate this in shaders or use raycasts to see if the light is behind a wall.
Although you have enclosed the light indirect light from the light source seems to seep through especially on the ceiling and the floor.
You have a point light source behind some walls.
Set the point light s baking property to mixed or baked then bake your lighting data using the lighting tab.
I ve had a similar problem with my models.
Shadows are the obvious answer however i assume you are using lite and that s not an option.
Note that this will take a long time depending on the size of your scene and the number of lights 3.
Place it just behind your wall so that it blocks the light from leaking out.
These options have obvious edge cases that can t be easily resolved.
In that case you ll need to be a bit more clever.
The particle systems draw the eye away from the origin point between them and the majority of players aren t going to notice that detail anyway.
Applying that before importing your model means that the faces along that edge are not actually connected and a tiny bit of light will fall through as a result.
That s why shadows exist.
Here is how to fix it.
2 increase the intensity as you want and you will see that the light is now illuminating just the wall and don t go through.