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?
"...the city was built on many levels, linked by stone bridges. But with the improvements in diet and corresponding increase in stature and strength of the populace, these bridges became too low, and the people would hit their heads. The bridges were eventually done away with in 1764, but the scars on the walls where they once jutted out remain, and in Low Bridge Street there is still one extant bridge, measuring about 6' high." - Chronicler Rasill, Mondopedia, Vol II (The Lands of Hyellia)