Hi Gentle Rain. I can think of 2 ways to do this but I'm unsure about the second.
In the first method, you would simply split your areas by empty tiles. You could either make the areas far enough apart that only the current one is in view, or add a property to each tile, an area id or something similar so you only draw tiles that have an id matching the current active area.
You wanted to use an object to move the character on being clicked. To make this easier, I would give your character a name in the editor so "character" or "player" for example. You also want to store a set of target co-ordinates, x and z in the object. The onClick handler for the object should look like this. I will pretend for this example the clickable object is a door, that "teleports" you to the next area.
var target = {x:10, z:25}; // An example target location
var character = wade.getSceneObject("player"); // The parameter must be the characters name
// There is a 4th parameter which is a speed.
// Not defining this or setting to 0 should make the move instant
wade.iso.moveObjectToTile(character, target.x, target.z);
The above code should move your character to the target location. Just remember on the isometic grid we use x and z, not x and y.
The second method is a lot more complex and I'm not sure about it. You could create your areas in different scenes then load scene every time you click on one of these objects instead of using moveObjectToTile, however I suspect that would cause problems with loading assets, and you may end up with a delay while the scene was loaded.
I do not know exactly what you are doing but I would definitely try the first method first.