How did you do the faked bounced lighting? Do you use dynamic lights with shadows inside? It seems you have one inside the candle holder from the ceiling. I had problems with them because they were bugged.
Baking lighting in Blender is not the big problem, the problem is more that the lightmap is attached to the material itself, so you can only use the same material for the same model in the same instance and for every other instance you are using the texture you need a new material.
One genius idea I had was to bake the lighting into the vertex colors, but this only works for organic things with lots of even polygons. I did it with my cave here: https://www.moddb.com/games/uebergame/i ... 1#imagebox
Without the vertex color the cave would be all the same color shade.
For the terrain I bake the lightmap into the Terrain base texture aka I overlay it manually with Gimp and then save it back into Torque, so Torque will use the baked lightmap terrain base texture.
I also have this SSDSO or what it is called postFX lying around somewhere, it is similar to SSAO but fakes bounced lighting including colors, while SSAO just adds black to corners.