Level 66 appears as a Swamp, similar to the Florida Everglades. This level is devoid of entities, except for Death Rats, Insanities, Skin-Stealers, Camo Crawlers, and Deathmoths that swim in the swamp water. It is hard to navigate this level since there are no pathways. The swamp water seems to be able to drive you into and become an Insanity, so it is not recommended to drink it. You may quickly lose your sanity, but drinking enough "Almond Water" can help you.
The Entities in this Level are Death Rats, Insanities, Skin-Stealers, Camo Crawlers, and Deathmoths. There is also an Alligator Entity, which remains unnamed. This entity will act as a regular gator, except faster, stronger, and has spikes on its back. It is hazardous; it gets distracted easily by the Death Rats, so avoid the Alligators at all costs. In the swamps, there is a shack.
This place is mostly empty, with a table and bed, with one old photo of Army Soldiers from the 1900s. You can find a crashed Cargo Plane; in this plane, there are old supplies, primarily old food and drinks, which are old "Almond Water," and both are not safe for consumption, and you can find weapons and Gas Masks. While wandering through the swamps for a few days, a siren will play for a few minutes. The noise source is unknown, and after the siren stops, no ambiance can be heard at all. Sometime after, you'll see a strange entity, which resembles a Human, wearing a 1920's era uniform with a Gas Mask on.
This entity will be staring at you from far, and if you walk up to it, the entity will walk away and seemingly disappear. After this, you can hear planes in the sky, but they are not visible. After a few weeks, Explosions can be heard, and gas will be consuming the swamps; this gas is dangerous, and it is not safe; avoid it at all cost, the Exit Points are not affected by the gas, and this is where those Gas Masks from the Crashed Plane might come in handy. During this phase, the Alligator entities will be much more robust, this time having gas-emitting out of its body. At this point, the Gas Masked Entities will be in groups running through the Murky Waters.
Any attempts to distract these entities will result in failure unless physical interactions are made; if this happens, they will all run up and grab you, saying the lines, "Come with us, this place is dangerous!", "Come over here; you need help," "Stay Calm, don't panic," "Don't worry. Everything will be fine," and more. After this interaction, you will be sent to "Level 14". this is all the information that the M.E.G. "Team Murky Mariners" has discovered so far; more information will be posted when more is found.
Colonies And Outposts
M.E.G. (A.k.a The "Major Explorer Group") "Team Murky Mariners"
This Team is made to explore this Level.
Has a base near one of the exit points.
Found most of the info on this Level.
They will help Survivors and Wanderers in need on this Level.
They are willing to Trade.
Entrances and Exits
Entrances
You can enter Level 66 by going too far into Level 34 or Level 10
Drowning in Level -66 has a chance to take you to Level 66.
Exits
Exiting through the entrance gates in Level 78, where in all cases you will notice everything turning into a swamp slowly, and the air getting thin.
Wander far enough until the swamp starts to turn purple, and then stay in that area long enough to enter Level 26.
It is possible to exit Level 66 by finding a long road deep within 66. If you follow it, you will end up in Level 11.
Attempting to drown in the water will send you to Level 2251.
One of the crashed cargo planes will contain a brown sleeping bag. Sleeping there for a few hours will transport you to Level 925. It is important that the sleeping bag has to be brown. Any other color will not work or may even harm you when you sleep in it.