mapSelan.SetAnimation(&mapSelanAnimation);
                mapSelan.Position() = Vector<float>(64, 128);
                mapSelan.SpriteOffset() = Vector<float>(0, -32);
+               mapSelan.SetFlags(Entity::FLAG_NONBLOCKING);
                mapMaxim.AddFollower(&mapSelan);
 
                SDL_Surface *mapGuyImg(IMG_Load("test-data/guy-map.png"));
                mapGuy.SetAnimation(&mapGuyAnimation);
                mapGuy.Position() = Vector<float>(64, 128);
                mapGuy.SpriteOffset() = Vector<float>(0, -32);
+               mapSelan.SetFlags(Entity::FLAG_NONBLOCKING);
                mapSelan.AddFollower(&mapGuy);
 
                SDL_Surface *mapDekarImg(IMG_Load("test-data/dekar-map.png"));
                mapDekar.SetAnimation(&mapDekarAnimation);
                mapDekar.Position() = Vector<float>(64, 128);
                mapDekar.SpriteOffset() = Vector<float>(0, -32);
+               mapDekar.SetFlags(Entity::FLAG_NONBLOCKING);
                mapGuy.AddFollower(&mapDekar);
 
                SDL_Surface *mapMonsterImg(IMG_Load("test-data/monster-map.png"));
 
                ORIENTATION_SOUTH = 2,
                ORIENTATION_WEST = 3,
        };
+       enum Flags {
+               FLAG_NONBLOCKING = 0x01,
+       };
 
 public:
        geometry::Vector<float> &Position() { return position; }
        Orientation GetOrientation() const { return orientation; }
        void SetSpeed(float);
 
+       void SetFlags(int f) { flags = f; }
+       bool Blocking() const { return !(flags & FLAG_NONBLOCKING); }
+
        Entity *Follower() { return follower; }
        const Entity *Follower() const { return follower; }
        void AddFollower(Entity *);
        geometry::Vector<float> velocity;
        Orientation orientation;
        float speed;
+       int flags;
 
 };
 
 
        // TODO: halt all activity if lock caused a state/map transition
 
        if (nextDirection >= 0) {
-               const Tile &tile(map->TileAt(controlled->Position()));
-               bool blocked(false);
-               switch (nextDirection) {
-                       case Entity::ORIENTATION_NORTH:
-                               blocked = tile.BlocksNorth();
-                               break;
-                       case Entity::ORIENTATION_EAST:
-                               blocked = tile.BlocksEast();
-                               break;
-                       case Entity::ORIENTATION_SOUTH:
-                               blocked = tile.BlocksSouth();
-                               break;
-                       case Entity::ORIENTATION_WEST:
-                               blocked = tile.BlocksWest();
-                               break;
-               }
+               bool blocked(CheckBlocking());
                if (afterLock) {
                        OnMove(!blocked);
                        afterLock = false;
        lastLock = nowLock;
 }
 
+bool MapState::CheckBlocking() const {
+       const Tile &tile(map->TileAt(controlled->Position()));
+       Vector<int> nextPosition;
+       switch (nextDirection) {
+               case Entity::ORIENTATION_NORTH:
+                       if (tile.BlocksNorth()) {
+                               return true;
+                       } else {
+                               nextPosition = Vector<int>(
+                                               controlled->Position().X(),
+                                               controlled->Position().Y() - map->Tileset()->Height());
+                       }
+                       break;
+               case Entity::ORIENTATION_EAST:
+                       if (tile.BlocksEast()) {
+                               return true;
+                       } else {
+                               nextPosition = Vector<int>(
+                                               controlled->Position().X() + map->Tileset()->Width(),
+                                               controlled->Position().Y());
+                       }
+                       break;
+               case Entity::ORIENTATION_SOUTH:
+                       if (tile.BlocksSouth()) {
+                               return true;
+                       } else {
+                               nextPosition = Vector<int>(
+                                               controlled->Position().X(),
+                                               controlled->Position().Y() + map->Tileset()->Height());
+                       }
+                       break;
+               case Entity::ORIENTATION_WEST:
+                       if (tile.BlocksWest()) {
+                               return true;
+                       } else {
+                               nextPosition = Vector<int>(
+                                               controlled->Position().X() - map->Tileset()->Width(),
+                                               controlled->Position().Y());
+                       }
+                       break;
+               default:
+                       return false;
+       }
+       Vector<int> nextTileCoords(map->TileCoordinates(nextPosition));
+       for (std::vector<Entity *>::const_iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+               const Entity &e(**i);
+               if (map->TileCoordinates(e.Position()) == nextTileCoords && e.Blocking()) {
+                       return true;
+               }
+       }
+       return false;
+}
+
 void MapState::OnGridLock() {
        LockEntities();
        Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));