gameState.heroes[3].MapEntity().SetFlags(Entity::FLAG_NONBLOCKING);
                gameState.heroes[2].MapEntity().AddFollower(&gameState.heroes[3].MapEntity());
 
+               Entity mapPopulation[2];
+               map1.SetEntities(mapPopulation, 2);
+
                SDL_Surface *mapMonsterImg(IMG_Load("test-data/monster-map.png"));
                Sprite mapMonsterSprite(mapMonsterImg, 32, 32);
                SimpleAnimation mapMonsterAnimation(&mapMonsterSprite, 500, 2, 0, 0, true);
-               Entity mapMonster;
-               mapMonster.SetAnimation(&mapMonsterAnimation);
-               mapMonster.Position() = Vector<float>(64, 32);
-               mapMonster.SetOrientation(Entity::ORIENTATION_SOUTH);
-               mapMonster.SetPartyLayout(&monstersLayout);
-               mapMonster.SetMonsters(&monster, 1);
-               map1.SetEntities(&mapMonster, 1);
+               mapPopulation[0].SetAnimation(&mapMonsterAnimation);
+               mapPopulation[0].Position() = Vector<float>(64, 32);
+               mapPopulation[0].SetOrientation(Entity::ORIENTATION_SOUTH);
+               mapPopulation[0].SetPartyLayout(&monstersLayout);
+               mapPopulation[0].SetMonsters(&monster, 1);
+
+               Sprite blockSprite(tilesetImg, tileSize, tileSize, 3 * tileSize, 1 * tileSize);
+               mapPopulation[1].SetSprite(&blockSprite);
+               mapPopulation[1].Position() = Vector<float>(64, 160);
+               mapPopulation[1].SetFlags(Entity::FLAG_PUSHABLE | Entity::FLAG_FIXED_ORIENTATION);
 
                InitScreen screen(width, height);
 
 
                        mapState->ControlEntity(&gameState.heroes[0].MapEntity());
                        mapState->SetWalkingSpeed(walkSpeed);
-                       mapMonster.StartAnimation(*mapState);
+                       mapPopulation[0].StartAnimation(*mapState);
 
                        state = mapState;
                }
 
 Entity::Entity()
 : follower(0)
 , animation(0)
+, sprite(0)
 , partyLayout(0)
 , monsters(0)
 , numMonsters(0)
 void Entity::SetOrientation(Orientation o) {
        orientation = o;
        UpdateVelocity();
-       runner.SetColOffset(orientation);
+       if (CanTurn()) {
+               runner.SetColOffset(orientation);
+       }
 }
 
 void Entity::SetSpeed(float s) {
        UpdateVelocity();
 }
 
+
 void Entity::StartAnimation(app::Application &ctrl) {
        runner.Start(ctrl);
 }
        runner.Stop();
 }
 
+
+void Entity::SetHandsFree() {
+       runner.SetRowOffset(0);
+}
+
+void Entity::SetCarrying() {
+       runner.SetRowOffset(2);
+}
+
+void Entity::SetPushing() {
+       runner.SetRowOffset(4);
+}
+
+
 void Entity::AddFollower(Entity *f) {
        if (follower) {
                follower->AddFollower(f);
 void Entity::SetAnimation(const graphics::Animation *a) {
        animation = a;
        runner.ChangeAnimation(animation);
+       if (!sprite) {
+               sprite = animation->GetSprite();
+       }
 }
 
 
        if (runner.Running()) {
                runner.Draw(dest, offset + position + spriteOffset);
        } else {
-               animation->GetSprite()->Draw(dest, offset + position + spriteOffset, orientation);
+               sprite->Draw(dest, offset + position + spriteOffset, CanTurn() ? orientation : 0);
        }
 }
 
 
 void Entity::Load(void *data) {
        Entity *entity(reinterpret_cast<Entity *>(data));
-       entity->runner.ChangeAnimation(entity->animation);
+       if (entity->animation) {
+               entity->runner.ChangeAnimation(entity->animation);
+               if (!entity->sprite) {
+                       entity->sprite = entity->animation->GetSprite();
+               }
+       }
 }
 
 }
 
 , ctrl(0)
 , map(map)
 , controlled(0)
+, pushed(0)
 , tempTarget(20, 20)
 , camera(100, 100, &tempTarget)
 , walkingSpeed(64)
 , nextDirection(-1)
 , afterLock(false)
 , skipLock(false)
+, pushing(false)
 , debug(false) {
 
 }
                nextDirection = -1;
        }
 
+       pushing = input.IsDown(Input::ACTION_A);
+
        if (input.JustPressed(Input::DEBUG_1)) {
                debug = !debug;
        }
        }
 
        if (nextDirection >= 0) {
-               bool blocked(CheckBlocking());
                if (afterLock) {
+                       bool blocked(CheckBlocking());
                        OnMove(!blocked);
                        afterLock = false;
-               }
-               controlled->SetOrientation(Entity::Orientation(nextDirection));
-               if (!blocked) {
-                       controlled->SetSpeed(walkingSpeed);
-                       moveTimer.Clear();
-               } else {
-                       controlled->SetSpeed(0.0f);
-                       StopFollowers(*controlled);
-                       if (!moveTimer.Running()) {
-                               int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
-                               moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed);
+                       controlled->SetOrientation(Entity::Orientation(nextDirection));
+                       if (!blocked) {
+                               controlled->SetSpeed(walkingSpeed);
+                               moveTimer.Clear();
+                               if (pushed) {
+                                       pushed->SetOrientation(Entity::Orientation(nextDirection));
+                                       pushed->SetSpeed(walkingSpeed);
+                                       controlled->SetPushing();
+                               } else {
+                                       controlled->SetHandsFree();
+                               }
+                       } else {
+                               controlled->SetSpeed(0.0f);
+                               StopFollowers(*controlled);
+                               if (!moveTimer.Running()) {
+                                       int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
+                                       moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed);
+                               }
+                               pushed = 0;
+                       }
+                       if (!controlled->AnimationRunning()) {
+                               controlled->StartAnimation(*this);
                        }
-               }
-               if (!controlled->AnimationRunning()) {
-                       controlled->StartAnimation(*this);
                }
        } else {
                controlled->SetSpeed(0.0f);
                StopFollowers(*controlled);
                controlled->StopAnimation();
                moveTimer.Clear();
+               if (pushed) {
+                       pushed->SetSpeed(0.0f);
+                       pushed = 0;
+               }
        }
 
        lastLock = nowLock;
 }
 
-bool MapState::CheckBlocking() const {
-       const Tile *tile(map->TileAt(controlled->Position()));
-       if (!tile) {
-               return false;
+bool MapState::CheckBlocking() {
+       if (pushed) {
+               pushed->SetSpeed(0.0f);
+               pushed = 0;
        }
-       Vector<int> nextPosition;
+       const Tile *tile(map->TileAt(controlled->Position()));
+       Vector<int> direction;
        switch (nextDirection) {
                case Entity::ORIENTATION_NORTH:
-                       if (tile->BlocksNorth()) {
+                       if (tile && tile->BlocksNorth()) {
+                               return true;
+                       } else {
+                               direction = Vector<int>(0, -map->Tileset()->Height());
+                       }
+                       break;
+               case Entity::ORIENTATION_EAST:
+                       if (tile && tile->BlocksEast()) {
+                               return true;
+                       } else {
+                               direction = Vector<int>(map->Tileset()->Width(), 0);
+                       }
+                       break;
+               case Entity::ORIENTATION_SOUTH:
+                       if (tile && tile->BlocksSouth()) {
+                               return true;
+                       } else {
+                               direction = Vector<int>(0, map->Tileset()->Height());
+                       }
+                       break;
+               case Entity::ORIENTATION_WEST:
+                       if (tile && tile->BlocksWest()) {
+                               return true;
+                       } else {
+                               direction = Vector<int>(-map->Tileset()->Width(), 0);
+                       }
+                       break;
+               default:
+                       return false;
+       }
+       Vector<int> nextTilePosition(direction + controlled->Position());
+       Vector<int> nextTileCoords(map->TileCoordinates(nextTilePosition));
+       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) continue;
+               if (!e.Blocking()) continue;
+               if (!pushing || !e.Pushable()) return true;
+               if (CheckBlocking(nextTilePosition, Entity::Orientation(nextDirection))) return true;
+               pushed = *i;
+       }
+       return false;
+}
+
+bool MapState::CheckBlocking(const Vector<int> &position, Entity::Orientation direction) const {
+       const Tile *tile(map->TileAt(position));
+       Vector<int> directionVector;
+       switch (direction) {
+               case Entity::ORIENTATION_NORTH:
+                       if (tile && tile->BlocksNorth()) {
                                return true;
                        } else {
-                               nextPosition = Vector<int>(
-                                               controlled->Position().X(),
-                                               controlled->Position().Y() - map->Tileset()->Height());
+                               directionVector = Vector<int>(0, -map->Tileset()->Height());
                        }
                        break;
                case Entity::ORIENTATION_EAST:
-                       if (tile->BlocksEast()) {
+                       if (tile && tile->BlocksEast()) {
                                return true;
                        } else {
-                               nextPosition = Vector<int>(
-                                               controlled->Position().X() + map->Tileset()->Width(),
-                                               controlled->Position().Y());
+                               directionVector = Vector<int>(map->Tileset()->Width(), 0);
                        }
                        break;
                case Entity::ORIENTATION_SOUTH:
-                       if (tile->BlocksSouth()) {
+                       if (tile && tile->BlocksSouth()) {
                                return true;
                        } else {
-                               nextPosition = Vector<int>(
-                                               controlled->Position().X(),
-                                               controlled->Position().Y() + map->Tileset()->Height());
+                               directionVector = Vector<int>(0, map->Tileset()->Height());
                        }
                        break;
                case Entity::ORIENTATION_WEST:
-                       if (tile->BlocksWest()) {
+                       if (tile && tile->BlocksWest()) {
                                return true;
                        } else {
-                               nextPosition = Vector<int>(
-                                               controlled->Position().X() - map->Tileset()->Width(),
-                                               controlled->Position().Y());
+                               directionVector = Vector<int>(-map->Tileset()->Width(), 0);
                        }
                        break;
                default:
                        return false;
        }
-       Vector<int> nextTileCoords(map->TileCoordinates(nextPosition));
+       Vector<int> nextTileCoords(map->TileCoordinates(directionVector + position));
        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()) {