Enemy

Enemies are the primary threat to the player in Petz Dogz 2 and Petz Catz 2, as Ivlet used the Magic Hat to make them aggressive. They are only present in "wild" areas, which may have anywhere from 1 enemy (Sky Heights) to 11 (Crystal Caverns). When they notice the player, they may attack, which lowers the player's health if they hit them. Enemies cannot be defeated, they can only be avoided or stunned. The player can often outrun enemies to escape them, or they can crouch and crawl in tall grass to avoid being seen. They can stun enemies by barking or screeching near them before they are noticed, or by throwing a rock at them. Some enemies guard particular passageways or items, making them harder to avoid.
== General Enemy Behavior ==
As the in-game hint system shows, enemies have five different behavior states: Safe, Dangerous, Angry, Asleep, and Stunned.
Safe is the default behavior state, shown by a green circle. Safe enemies have not seen the player and are not currently trying to attack them. Safe enemies may be using their idle behavior, returning to their default position after moving to attack the player, or waiting to react to the player's position. If they are returning to their default position, they will stay in their current angle and not reset to their default angle. 
Dangerous enemies have seen the player but are not currently attacking them. Generally, when they first see a player, enemies will turn to face them if they aren't facing them already, and then they will begin chasing the player, but some enemies behave differently while Dangerous. Not all enemies enter the Dangerous state normally, or at all. Enemies in the Dangerous state can be turned Safe by leaving their maximum range or crouching and crawling in tall grass. Different enemies can have very different spatial ranges for this state, and these ranges are larger than their Angry / attack ranges.
Angry enemies are currently attempting to attack the player. If an enemy notices a player far away, it will usually use the Dangerous state to approach before attacking, but some enemies will immediately transition from Safe to Angry when they notice a player, regardless of distance. If an enemy notices a player nearby, it will usually attack right away. After attacking the player, if the player is still nearby, enemies respond differently: some transition to the Dangerous and/or Safe state, even if the player is very close, while others stay Angry and repeat attacks so long as the player is close enough. The range of attacks extends beyond the enemy itself in all directions, so the player is wise to keep their distance. Attacks can deal from 1/2 to 2 1/2 hearts of damage, and a couple may also poison them. All enemies can enter Angry state bar one. Note that hiding in tall grass or leaving maximum range will not stop already-attacking enemies from continuing their attack and hitting the player. 
Asleep enemies function like Safe enemies, but they're less able to see players, especially if they walk instead of running. Enemies usually fall asleep when they are idle, but they will very rarely fall asleep in stranger circumstances, like when they are chasing a player. The majority of enemies sleep, but not all do. Some enemies sleep more often than others.
Stunned enemies were stunned by a bark or screech from an unseen player, or by their thrown rock. Players can hold the button to bark or screech for a longer-lasting stun. The basic action, or throwing a rock, stuns most enemies for about 6 seconds. Holding the button for a couple seconds gives an intermediate action that stuns for about 20 seconds. Holding it for several seconds until the game barks or screeches automatically gives an advanced action that stuns for about 1 minute.
==Behavior Traits==
Enemies have many differences in the details of their behavior. Observation suggests that various traits determine subroutines of enemy behavior, and different enemies have different combinations of traits. This section is primarily based on observation, and it is incomplete and could be subject to change. Trait names are conjectural.
=== Idle / Movement===
Stationary
Yellow Snake,
They stay still while idle.
Patrol 
Light Green Snake, Dark Green Snake, Blue Snake, Light Red Cobra 
They are usually stationary while idle. Occasionally they patrol part of their territory. While patrolling, they usually struggle to see motionless players, even if they are right in front of them. If they are in an enclosed space, they may get stuck moving against walls for a while.
Amble
Alligator, Polar Bear, Buffalo,
They often walk or swim about while idle with no clear purpose, occasionally thrashing about. If they are in an enclosed space, they may get stuck against walls.
Slow Turner
Alligator, Buffalo,
They need separate deliberate motions for wide turns instead of doing one fluid motion.
Partial Rotation
Red Cobra, Orange Snake,
While idle, they'll rotate 90 degrees every few seconds. They'll alternate between the two angles that are closest to facing the player, even if the player is crouching and crawling in tall grass.
Full Rotation
Alligator (Land)
While idle, they'll rotate 90 degrees every few seconds.
Heavy / No Sleep
Heavy Sleep: Gorilla,
No Sleep: Alligator, Red Cobra,
They sleep more often than usual, or not at all.
Snake
All Snakes and Cobras
They are very noisy while moving and attacking, giving the player audio cues on their activity and location.
Cobra
Light Red Cobra,
They have two different attacks, a lengthy rearing up attack and a quicker bite. The lengthy attack can still only hit the player once. They have a slither motion to get a burst of speed when Dangerous, and they may snap at the player while dangerous. Both actions appear to signify that they will use the bite attack.
===Seeing Players===
High / Low Sensitivity
High: Alligator, Blue Snake, Buffalo
Low: Light Green Snake, Red Cobra
They have a large or small range for seeing players.
Poor Hearing
Dark Green Snake, Yellow Snake, Blue Snake, Light Red Cobra, Red Cobra
They are not able to see players behind them.
===Pre Attack / Post-Attack===
Reactive
Alligator
While Dangerous and approaching a motionless player, or after attacking, they will freeze in the Dangerous state and stop moving. If the player is close enough, they will attack after a few seconds. If the player retreats, they will resume pursuing or retreat as normal, depending on the player's distance. If the player is moderately close, they will freeze indefinitely, so long as the player does not move.
Fast
Blue Snake, Red Cobra, Buffalo
They are particularly fast when chasing players and Dangerous. Alligators in water create a similar dynamic due to the player's slower swimming speed.
Fixed Chase
~1 second: Blue Snake
~2 seconds: Light Green Snake, Dark Green Snake, Yellow Snake
~3 seconds: Boar, Gorilla, Red Cobra, Polar Bear, Buffalo
~3-??? seconds: Light Red Cobra
After attacking the player, if the player remains nearby, they will enter Dangerous state and chase them for a minimum amount of time, even if the player is right in front of them. This chase may push the player out of the enemy's maximum range, causing them to become Safe. If they become Safe for any reason in this process, the fixed chase duration reestriction does not apply.Stoplight
Komodo Dragon
After they attack, they will momentarily enter Dangerous, and then enter Safe for at least a couple seconds.
===Attack===
Relentless
Lion
After they attack, if a player is still in their attack range, they will continue attacking indefinitely.
Accurate Attack
Boar, Light Red Cobra, Buffalo,
While Dangerous and chasing players, they will attack at ranges that will hit a stationary player.
Mock Charge
Light: Light Green Snake, Blue Snake, Blue Snake, Polar Bear,
Heavy: Gorilla
They appear to chase players in a Dangerous state, but they become Angry and attack (far) before they are close enough to hit a player, unless the player was actively moving towards them.
Variable Attack
Red Cobra
They have two different attacks, a lengthy rearing up attack that does 1 1/2 damage or a faster bite that does 2 1/2 damage. per hit. Testing suggests they have about a 50% chance of using one attack or the other.
Venomous
Blue Snake
Their attack poisons players and has an especially long animation, making it slow to come out.
===Complex===
Provokable
Provoked by Proximity: Light Red Cobra,
Provoked by Attacking: Dark Green Snake, Yellow Snake,
Provoked by Rock: Komodo Dragon, Lion
They initially have a small range for detecting the player. However, once they are provoked, they become Dangerous and gain a much larger range to chase the player in.
If the player provokes the latter type with a rock while standing outside their larger chase range, the enemy will turn towards the player but never leave Safe state or chase them, quickly turning back to retreat.Guard
They are liable to freeze in place to see if a player will leave the vicinity or not, and resumes pursuing them if they do not leave.
BatThey hang asleep from the ceilings of caves asleep while idle, and they fly with noisy, erratic flapping motions when they see a player. When the player leaves their maximum range and they return to their default position, they curiously display as Dangerous or Angry, as opposed to Safe for most enemies.Flying
Egret, Vulture
They fly in a loop high above the player while idle. When they notice a player, they dive down to attack them before returning to the skies. They are often outside the view of the camera, making them difficult to react to.
===Miscellaneous ===
Low Stun
Lion
They can only be stunned for a short time, even with a fully-charged bark or screech. (This does not apply to Alligators in the water, as the player cannot charge a bark or screech while swimming.)
==Advanced Enemy Interactions and Strategies==
=== Advanced Stunning===
All enemies are theoretically possible to stun, especially since the game puts rocks near enemies for the player to use, but some enemies are much harder to stun due to their movement patterns, vision range, or position. Barking or screeching cannot stun an enemy that notices the player, but a thrown rock still can.
A player crouching in tall grass near an enemy should know that barking or screeching stops the player from hiding, and enemies can notice these players before the bark or screech goes off, which may cause it to fail and give the enemy a free attack. 
If the player wants to stun an enemy for a long time with a charged bark or screech, but the enemy would turn towards them before they finished charging (such as a Cobra), they can exploit enemy retreating or recovering behavior. An easier strategy is baiting the enemy to chase the player, traveling barely outside their chase range, letting them begin retreating, and charging a bark or screech while their back is turned. With good timing and positioning, a maximum-charge stunning action is possible. An alternative is stunning them with a light bark or screech first, and then timing a stronger action to land just as they recover from the light action. The player should be careful, though, as this recovering window is fairly short. If they finish charging their action too late, in particular, the enemy will notice them, allowing it to freely attack without getting stunned.
Thrown rocks have a slight "homing" property. If the player is turned slightly away from the enemy and throws a rock, they will automatically turn fully towards the enemy in the throwing motion, hitting them with the rock. This property also applies to dodgeballs in the Dodge Ball minigame, both for the player and the Monkey.
===Enemies and the Camera===
If the game's camera would be positioned inside a wall or structure, the camera will instead hang just above the player. In effect, the camera will zoom in sharply and look directly down on the player. This sharply limits the player's field of vision, making enemies much harder to spot. Therefore, the player should avoid turning the camera into walls while close to them and near enemies. This caerma zoom and reposition also happens when the player is crouching and crawling.
[Investigate Camera and Draw Distance, especially for flying and retreating enemies]
===Sleeping Enemies===
Constantly using the Whiskers / Sniff Radar will prevent the player from accidentally running, allowing them to walk directly up to sleeping enemies without worrying about waking them up and being attacked.
[Research sleep frequencies, timings, and behaviors)