map2.SetTriggers(triggers2, 1);
                map2.SetWidth(1);
 
+               triggers1[0].map = &map2;
+               triggers1[0].target = Vector<int>(6, 2);
+
+               triggers2[0].map = &map1;
+               triggers2[0].target = Vector<int>(8, 3);
+
                SDL_Surface *mapMaximImg(IMG_Load("test-data/maxim-map.png"));
                Sprite mapMaximSprite(mapMaximImg, 32, 64);
                SimpleAnimation mapMaximAnimation(&mapMaximSprite, (tileSize/walkSpeed) / 2 * 1000, 2, 0, 0, true);
 
 
 #include "Map.h"
 #include "Tile.h"
+#include "Trigger.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
 
 , walkingSpeed(64)
 , nextDirection(-1)
 , afterLock(false)
+, skipLock(false)
 , debug(false) {
 
 }
 }
 
 void MapState::OnGridLock() {
-       LockEntities();
-       CheckMonster();
-       CheckTrigger();
+       if (skipLock) {
+               skipLock = false;
+       } else {
+               LockEntities();
+               CheckMonster();
+               CheckTrigger();
+       }
 }
 
 void MapState::LockEntities() {
 void MapState::CheckTrigger() {
        Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
        if (trigger) {
-               // TODO: run trigger
+               // TODO: run trigger script
+               if (trigger->map) {
+                       Transition(trigger->map, trigger->target);
+               }
        }
 
 }
 }
 
 
+void MapState::Transition(Map *newMap, const Vector<int> &coordinates) {
+       Vector<int> position(coordinates * map->Tileset()->Size());
+       entities.clear();
+       for (Entity *e(controlled); e; e = e->Follower()) {
+               e->Position() = position;
+               e->SetOrientation(controlled->GetOrientation());
+               entities.push_back(e);
+       }
+       map = newMap;
+       skipLock = true;
+}
+
+
 void MapState::Render(SDL_Surface *screen) {
        SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
 
 
 
        void SetWalkingSpeed(float s) { walkingSpeed = s; }
 
+       void Transition(Map *, const geometry::Vector<int> &coordinates);
+
 private:
        static bool ZCompare(const Entity *lhs, const Entity *rhs);
 
        float walkingSpeed;
        int nextDirection;
        bool afterLock;
+       bool skipLock;
        bool debug;
 
 };
 
 #ifndef MAP_TRIGGER_H_
 #define MAP_TRIGGER_H_
 
+#include "fwd.h"
 #include "../geometry/Vector.h"
 
 namespace map {
 private:
        geometry::Vector<int> tilePosition;
 
+// temporary members until scripting is implemented
+public:
+       Map *map;
+       geometry::Vector<int> target;
+
 };
 
 }