Point light leeking through colum walls

I added point lights to my scene and I see that the light is not being cast as it is suppose to:

I tried baking the scene, but when the lighting/shadows looked fine none of my normal maps were displaying.
Went through a couple of solutions and decided to stick with real time lighting.

I’m using the free version so I can’t use Deferred Lighting. Is there a way to make my lights cast correctly regarding the physical structure of my level?

lights will always appear to shine through geometry, this is fixed by baking static lights and using real-time shadows for lights that change settings / move / rotate

I tried doing baked lighting but I can’t get the normal map details to show. Also I’m using the free version so I can’t do real time shadows. Are there any alternatives to fix this?

sadly shadows work like a mask, so it first draws lighting as you see it “leaking” then it masks it, calculating that mask based on raycasting etc. Im not experienced with lightmapper all my exp comes from realtime, but i would just use 2 lights, one you put into your lamp and make it strong but not far reaching, and second you place right above the floor, in front of the lamp, and limit it effect, this way you fake your lighting , but at the cost of 2 lights.

Before baking make sure all your imported meshes are generating “lightmap UVs” in the importer settings of each mesh

I baked the lighting using Mental Ray and added lights to the scene for Culling Masks.