Gilplay

Guide

How to play: Lantern Blocks

Fit sea-glass blocks, clear the lines and light the lanterns, level by level.

Lantern Blocks
HostElsa
Opens duringSuite Seven

"The lamp went dark at 23:40 that night."

1

Clear the lines

Fit sea-glass pieces on the 8x8 board.

Fill a whole row or column and it clears.

Reach Elsa's goal before your pieces run out to win.

2

Place pieces

Drag a piece from the tray onto the board.

Place all three and three new ones arrive.

A piece that fits nowhere fades out.

3

The piece counter

→

Every piece you place uses one from the counter.

No room for any piece? Elsa sweeps the tray, but the sea keeps 2 pieces.

4

The lamp's beam

→
+2
+2

Every line you clear charges Elsa's lamp.

Two lines at once, or clears back to back, charge it faster.

A full beam gives you 2 more pieces.

5

Bottles

→
+2
+2

A message in a bottle lies on some glass.

Clear a line through it: 2 more pieces.

6

Storm levels

→
x2
x2

The last level of each stage is a Storm: harder, double Coins.

7

Old sea glass

Old sea glass already lies on the board. Clear lines through it.

8

Lanterns

Light every lantern: clear a row or column through each one.

Lantern levels and line levels take turns.

9

Waves

Pieces that clear nothing bring a wave: new glass on empty cells.

The wave count shows how many calm pieces are left. A clear resets it.

10

Locked glass

Locked glass takes two clears: the first breaks the lock.

11

Elsa's tongs

→

Tap a piece in the tray to turn it a quarter.

The tongs have only a few turns in a level.

12

Squalls

A squall counts down with every piece.

Clear a line through it in time, or it throws glass around it.

13

Odd shapes

Big and odd pieces wash up now. Plan where they'll go.

14

Beacons

Some pieces carry a beacon.

When its block clears, its whole row and column clear too.

15

The current

The arrow row slides one cell along every few pieces.

Blocks on it wrap around to the other side.

16

Rocks

Rocks never move or clear, but they count toward a full line.

17

Barnacles

Barnacles creep onto an empty cell every few pieces.

Clear a line through them to scrape them off.

18

Fog

One piece of each new tray hides in the fog.

It shows once you place another piece.

19

Gulls

Nothing can go on a gull's cell.

She hops after every piece, to the busiest spot.

20

Lamp Oil and helps

Swap the tray for new pieces: 1 Lamp Oil. Out of oil? A video gives a swap.

Tongs out of turns? A video gives one more turn (one tool video a level).

Out of pieces? Watch one video to revive: +2 pieces, once a level.

After 3 fails on a level, Elsa adds pieces and deals kinder ones.

21

Lamps

Each level costs 1 Lamp, win or lose. Out of lamps? Lamp Oil pays.

Lamps refill 1 every 4 hours, up to 5.

You lose when the pieces run out.

Leaving a level you started counts as a loss.

22

Prizes and the logbook

A win pays Coins, double on a Storm level (for the first 8 wins each day).

Milestone levels pay chests, card packs, Sketches and Energy.

Win levels to open the pages of Elsa's Logbook.

Generated from the game's data (updated 2026-10-14). Villa Azzurra is still in development, so names and numbers can change before launch.