Glitches

Petz Dogz 2 and Petz Catz 2 have several minor glitches, unintended gameplay behaviors or visual mistakes. These have very little effect on gameplay and generally require going out of one's way to find. The following glitches have been tested on the Wii version (with a Dalmatian)–their status on the Playstation 2 version is unknown.
== Bark Storage ==
When the player holds down the minus button to bark or screech, they normally cannot do several actions that require the A button. They cannot pick up a rock, use the Whiskers / Sniff Radar, or catch insects or animals. Because charging a bark or screech automatically drops any held rocks, they cannot throw a rock, either. they can interrupt this bark or screech by talking to another character or fishing. 
To trigger the glitch, "store" a bark or screech by holding down the minus button while you have normal control of your character. Begin holding down the button while talking to a character and then end the conversation, for example. Alternatively, just don't let go of the button after finishing a fully charged bark or screech. While you have a bark stored, the restrictions in the above paragraph become inconsistently applied.
* The player is given the option to pick up a rock. Trying to triggers the animation, but the player will always fail to pick up the rock.
* They cannot use the Whiskers / Sniff Radar to find items, and the sniffing sound will not play. However, if they try, their movement will be altered as if they are sniffing - they won't be able to run, for example.
* They can catch insects and animals.
== 0cm Fish ==
Rarely, the length of a fish can show as 0cm, both in the inventory and in the Aquarium fish list. This is not intentionally possible–the lowest intended length is 1cm for the Killifish, These 0cm fish still appear normally in the Aquarium, suggesting the bug corrupts the display but not the internal length value. The causes of this glitch are not known. It is associated with inconsistent freezes when adding many fish to the Aquarium.
Known fish potentially affected: Marbled Lungfish, Sweetfish
== Rock Prompt Glitches ==
If the player is holding a rock, they will normally have a constant prompt to throw it with the appropriate button. If they go near a character they can talk to, or a Call sign, the new prompt will override the old prompt, and it will not return. If they clear the rock prompt in this way, they can start to catch insects, animals, or fish while holding a rock, which they normally cannot. They will throw the rock as they start the catching minigame. Normally, the minigame starts before the throwing animation completes, but fishing causes the full animation to play–with the rock dropped at the player's feet, instead of thrown like normal–before beginning the minigame.
== Audio Glitches ==
Occasionally, using the Home menu can cause barks or screeches to be silent temporarily. The specific causes of this glitch are not known.
Occasionally, moving between areas can create menu sound effects. The specific causes of this glitch are not known.
==Collision and Clipping Glitches==
When pushing rocks with the Push ability, their collision may not immediately update, causing the path to still be blocked. Waiting or leaving the area and returning can correct this glitch. Its causes are not known.
In various places of the world, the player can interact with specific pieces of area geometry in specific ways for unintended visual effects:
=== Model Vibration ===
If the player tightly squeezes themselves between two pieces of geometry, the game will try and force them out into open space. If there is no open space to send the player to, they can vibrate erratically. Some consistent locations of vibration are the following: 
*Running into the corners between the two Sky Heights bridge posts directly opposite the treasure chest.
*Wedging behind the treasure chest in Sky Heights. To maximize collision overlap, approach from the northeast and face directly forward into the chest. Unlike several other vibrating areas, the player can stand completely still and trigger the effect. Squeezing into the west back corner is another option.
*Running into the southwest corner behind Theophilus's house in Sky Heights, turned west and slightly south.
* Slowly pushing into the back-right corner behind the treasure chest in Crystal Caverns. Treasure chests have a limited range of motion, try to return to their default position, and are often located near walls, making it especially possible for the player to wedge behind one and have it push them into a wall.
*In the northeast canyon indent of Gongoro Peak, slowly wedging in between the two small rocks.
=== Collision Teleporting ===
When awkward collisions cause the game to force the player or a character into open space, it tries to slowly and smoothly push the player away. More rarely, it can awkwardly pop them into the desired location a short distance away. Some example situations are the following:
* Running into the southeast corner of the Jade Fields river pier and then stopping movement.
* The Yellow Cobra in Lonesome Park can collide into the cactus and teleport when retreating to its default position from the east or west.
=== Model Clipping ===
If the player stands at certain positions, especially standing an angle near the bottom of slopes, they can visually clip into the ground. Idle animations increase the clipping. Examples locations include: 
*The Jade Fields riverbank near the waterfall, facing towards the hole between the small rock in the river and the cliff face.
*The Whisker Woods riverbank near the waterfall by the entrance, facing between the right-most post and the cliff face.
*The sloped west bank of the northeast island in Sky Heights.
*The edge of the invisible wall in the Lonesome Park canyon indent near the entrance, especially when crouching and crawling.
*The Gongoro Peak fishing pier, including while fishing.
*In Course 1 of the Flag Race minigame, running into the back corner of the post on the hill, directly opposite the first flag.
Enemies can rarely clip into the ground as well.
=== Collisions and AI Behavior ===
In Tail Heights, Toby will sometimes walk into an invisible wall. For example, if the player enters Tail Heights and does not move, he will walk forward into what seems to be an invisible wall, twice. This dependence on player movement may suggest the game's random number generator depends on it to decide Toby's route, or that character movement is tied to player position in a more direct way.
Snakes and Cobras using their idle patrol behavior in dense spaces, like the tunnels of Crystal Caverns or Bubble Cave, may continually run into walls, suggesting this behavior was not accommodated for all environments. 
==Other Visual Glitches==
In several places in the game, the game uses the player's direction to begin a cutscene. For example, when fishing, the cutscene shows the player casting the line in the direction they were facing. When walking between areas, the player can walk at an odd angle for silly transitions, like walking forward at a 90 degree angle or grinding into walls. 
In the southeast part of Jade Fields that requires crossing the river, there are dark green shrubs that struggle to render properly when the camera is not focusing on them. The player can crouch in them and rotate the camera to see them pop in and out of focus.
If the player goes towards the exit of Bubble Cave, past Noel, they will hit an invisible wall. If they turn the camera away from the mouth of the cave and back, lettering for Monolith Isle will appear, as if the player could simply walk through. They cannot, however.
If the player goes to the sides of the Sky Heights gate and turns the camera, they can see that the path into Tail Heights is not loaded.
The in-game hints have a couple irregularities:
* In "Pursuit Sniffing" (Controls), it suggests digging out prairie dogs when the player sees their icon appear. This is not very helpful–the icon appears whenever the player uses the whiskers / sniffs, regardless of whether the player is close enough to dig up the Prairie Dog.
* In "Enemy Status" (Fight with enemy), the tail of the Snake is missing.
* In "Frostbite" and "Overheated" (If you get stuck...), the player's maximum health is 3 hearts, but it's impossibe for players to reach the shown locations with maximum health that low.
* "Friendly Animals 2" (Mini Games) has a grammar error, telling players to press the button "in the right timing."
==Oversights and Exploits==
The player can cross the shallow poison bog in Sky Heights without the bridge or the intended Whiskers / Sniff Radar path by clinging to the right (when coming from Tail Heights) wall.
Starting to use the Whiskers / Sniff Radar while running on the ice of Polar Fields grants the player a brief speed boost, instead of slowing them down like intended. Curiously, this does not happen during the effects of Bark Storage.