Area

There are 16 areas that make up the world of Petz Dogz 2 and Petz Catz 2. Areas are large sections of the map with characters, enemies, and items. They usually have unique music and visual themes, ranging from the grasslands of Jade Fields and North Pawville to the barren Lonesome Park and the tundra of Polar Fields. When the player is close to entering a new area, the area's name will usually appear in white letters, shrinking as the player moves closer. When the player enters the new area, a short cutscene will usually play where they walk into the new area, an iris transition will occur, the game will load in the new area, and the new area's name will appear on the screen.
== "Safe" and "Wild" Areas ==
=== Safe Areas ===
* South Pawville
* North Pawville
* Zoo
* Catz Hideout / Dogz Hideout
Safe Areas are filled with friendly characters offering quests. There are no enemies or hazards, and they are simple to navigate. South Pawville also hosts several useful stores, as well as a Fishing pier, and the Zoo hosts a couple of insects the player can catch. In South Pawville, the player can also use the bed to freely restore all their health, not needing any healing items to do so. Catz players can visit Catz Hideout and catch fish for Maria's quest, while Dogz players can visit Dogz Hideout and catch insects for Marin's quest. The player will not crouch and crawl in tall grass in Safe Areas, even if they have learned the skill, except in the Zoo. 
=== Wild Areas ===
* Dolphin Coast
* Lappy Lake
* Jade Fields
* Whisker Woods
* Tail Heights
* Sky Heights
* Monolith Isle
* Bubble Cave
* Crystal Caverns
* Inferno Cave
* Polar Fields
* Lonesome Park
* Gongoro Peak
* Dimensional Rift
Wild Areas are wide-open places full of enemies, items, insects, and fish. Some enemies and items can be found in various different areas, but many are unique to one area. Wild Areas have some friendly characters and quests, but fewer than safe areas. Some also have complex layouts with dead-ends, hidden passages, and tight corridors, or even specific hazards, like the Temperature of Inferno Cave and Polar Fields or the poison bog in Sky Heights. Several quests in the game revolve around getting players access into specific Wild Areas. Wild Areas unlocked later in the game tend to have more dangerous enemies and hazards. Dimensional Rift serves as an arena for the game's two bosses, including the final fight with Ivlet, and has no items to collect.
Wild Areas branch out from the safe towns in mostly linear paths, where each area is connected to one new area. For example, the player enters Jade Fields from South Pawville, Lonesome Park from Jade Fields, and Gongoro Peak from Lonesome Park. Many of these area connections are initially unusable and unlocked as the game progresses. The paths are as follows, with the upper paths being completely unlocked first:
*Theophilus Path: South Pawville -> Lappy Lake -> Tail Heights -> Sky Heights -> Dimensional Rift
*Water Crystal Path: South Pawville -> Dolphin Coast -> Monolith Isle (by boat) -> Bubble Cave
*Other Crystals Path: South Pawville -> North Pawville -> Whisker Woods -> Crystal Caverns -> Inferno Cave OR Polar Fields
* Bartholomew Path: South Pawville -> Jade Fields* -> Lonesome Park -> Gongoro Peak
* Also used to access Catz Hideout / Dogz Hideout
==Warping==
As the story progresses, the player becomes able to instantly travel between certain places by interacting with Warp Stones scattered across the world. Once all warp locations are unlocked, the player can instantly travel between South Pawville, Monolith Isle, Inferno Cave, Polar Fields, Tail Heights, and Gongoro Peak. Warping is also helpful to access other areas by warping to the closest possible area, and then directly walking into the desired area. The only area that's not at least adjacent to a direct warp location is Whisker Woods. 
=="Sub-Areas"==
===Sub-Areas===
Several smaller "sub-areas" are attached to existing areas and do not fulfill all the criteria of an area, but they provide a separate environment from their main area. They become the only area the player can see, and the player must leave them to interact with the rest of the main area. Sub-areas include the player's home (South Pawville), the Aquarium (South Pawville), the various minigames courses (Zoo), the police station (North Pawville), Theophilus's House (Sky Heights), and the entrance settlements of Inferno Cave and Polar Fields. Theophilus's House becomes permanently inaccessible once the player receives the final quest to fight Ivlet. Sub-areas suppress the map, aside from the entrance settlements, which use the map of their main areas. No sub-areas have enemies or items, except for healing items the player can dig up in some, or quest items from some characters. 
Using the Call action and Warm Stone can allow the player to access isolated parts of an area they could not otherwise, though this often requires a specific fish or fruit. Most prominently, Dolphin Coast and Lappy Lake have Fishing piers only accessible via Call, and Polar Fields has a Fishing pier only accessible with the Hot Stone. These alternate Dolphin Coast and Polar Fields piers have much larger, more valuable fish than the areas' more accessible piers. The Lappy Lake alternate pier is a more modest upgrade, but it is the only place to catch the Golden Killifish.
==Changing Areas==
Moving from one area to another adjusts several features of gameplay.
*Insects, Fruit and Vegetables, and Flowers are reloaded. Certain specimens and items that were not present may become available, and certain specimens and items that were obtained may regenerate.
*Fishing tables are reloaded. The game picks one of four sets determining the available fish, available fish lengths, and fish probabilities for an area's fishing pier(s).
*Poison is cured.
*Temperature is reset to normal.
==Trivia==
*A few areas share music with each other: South Pawville and North Pawville, as well as Monolith Isle and Bubble Cave.
*Crystal Caverns is the only area that never hosts any characters.
*Inferno Cave and Polar Fields are the only Wild Areas without insects.
*Monolith Isle and Bubble Cave are the only areas that a player cannot directly walk into, causing them to have unique cutscenes when a player enters them. However, walking between Monolith Isle and Bubble Cave may have been possible at one point during development. If the player walks past Noel in Bubble Cave up to the invisible wall, turns the camera away from the exit, and turns the camera back towards it, the text for Monolith Isle will appear as if the player could walk into it.
*When the player walks from one area to another, the cutscene preserves their previous walking direction. Therefore, if the player enters at an odd angle, they can watch themselves walk into an adjoining wall instead of the new area. This effect is only visual, however.