In which more methods are expounded by which one may refine a dungeon to more sublime levels of confusion.
This isn't nonsense--this is logic!
From Innsmouth to Cthulhutech, a common phrase is “non-Euclidean architecture”. But what is it, and how can it be included in your games in a way that is interesting and fun?
A cave with weapons sunken into the walls, blades sticking out of the floor and ceiling, and so on. Possibly, any weapon used in it could be torn out of the hand and sink into the stone.