I might have a trick/workaround that helps to render difficult interiors in Cycles, but it only works if the scene and lighting are mostly static. It involves baking the lighting, but only using the bake for indirect diffuse rays.
1-Make sure the walls object has a material of its own, that no other object in the scene has. Then, apply the modifers on the walls and give the object some UVs (auto unwrap will be good enough, just make sure there is some space between the islands).
2-Create a new texture in the wall’s material. Make sure the texture is set to 32 bits, because we are going to bake some lighting data, and make sure it has plenty of resolution, like 4096x4096 to avoid artifacts in wall corners.
3-Set the max bounces back to the default of 4 (so it doesn’t take forever to bake) and remove the indirect clamping, because we are going to need the full brightness data. Set the max samples to 32 (we won’t need anything more than that) and make sure denoising is on.
4-Do a full, combined bake with all the default settings. Then, save or pack the baked image.
5-Setup the wall material so diffuse bounces see the baked light:
Now, make sure to disable multiple importance on the material’s settings, or the wall will be treated as a light source, which will make the rendering slower.
Now, every diffuse ray that hits the walls will be immediately ended and will find valid lighting. The scene will act almost as if it was an outdoor scene and the walls were the sky.
Final result, 256 samples, took only 1 minute on a single gtx1060:
And that is only the wall object. I could have made it even faster by also baking the beds and window objects.