Party IMPOSSIBLY GOOD
Two Human Clerics (Both Sun Domain and Healing Domain, Both with Charisma of 16)
1st one takes Improved Turning, Extra Turning, and Exalted Turning.
2nd one takes Disciple of the Sun, Extra Turning, Empowered Turning
Two Human fighters wearing scale armor and carrying spiked Chains
Both Take Nimbus of Light, Holy Radiance, Combat Expertise, Improved Trip, Exotic Weapon Proficiency(Spiked Chain) (2 feats for 3rd level, 1 for human, 2 for fighter.)
I'm not fully set on the math, so let me work it out before I continue.
Before we open the door (If necessary, we get a wizard to Arcane lock it) we build a shrine to Pelor, and pray to it in his name, ending with a consecrate
That gives the clerics a +6 to turn checks, and the undead a -2 to attacks, damage, and saves.
When the fighters activate their holy radiance, undead within 10 feat of them take 1d4 damage a round. Given the narrowness of the hall, that means two or three will be taking 2d4 a round.
The clerics, on the other hand, are the bombs.
Cleric 1 has a +9 to turn undead checks while consecrate is active, and is treated as a 4th level cleric. Meaning he WILL affect the wights. 2d6+6 averages to 13, meaning he will turn 3 wights a turn on average. Of course, the first turn that means 3 wights are destroyed.
He can turn them 10 times, and each time after the first, he will deal 3d6 damage in addition to forcing them to flee or cower.
NOTE: if a wight cowers, it is only undone by moving within 10 feet. So if a wight starts cowering in front of both fighters, it will take the 3d6 from turning, and then 2d4 every turn, since the fighters aren't moving.