gameState.party[3] = &gameState.heroes[3];
                gameState.partySize = 4;
 
+               gameState.capsules[0] = *caster.GetCapsule("flash");
+               gameState.capsule = gameState.capsules;
+
                GameConfig gameConfig;
                gameConfig.state = &gameState;
                gameConfig.heroesLayout = caster.GetPartyLayout("heroesLayout");
 
                                                battleState->AddHero(*game->state->party[i]);
                                        }
                                }
+                               if (game->state->capsule) {
+                                       battleState->SetCapsule(game->state->capsule);
+                               }
                                for (battle::Monster **monster((*e)->MonstersBegin()); monster != (*e)->MonstersEnd(); ++monster) {
                                        battleState->AddMonster(**monster);
                                }
                                // TODO: move entity erase to happen after the transition or battle
                                entities.erase(e);
                                return true;
-                               // needed information here:
-                               //  - battle background (from tile/area/map)
-                               //  - monsters + layout (from entity)
                        }
                }
        }