Help Pip wake up in Loft Alarm. Listen for the time on the tin plaque, drag the hour and minute hands on the brass alarm clock, then Yank the clapper. A hit rings the bells and sits Pip up. Second-grade practice telling time to fifteen minutes on an analog clock.
Listen to Pip
Loft Alarm starts on its own. Pip calls a time such as 3 o'clock, quarter past 7, half past 2, or quarter to 4. Easy, Medium, or Hard stay on the pine bar so you can switch the loft without a menu.
Set the clock
The prompt says Set the clock. Drag the short hand to the hour and the long hand to 12, 3, 6, or 9. Easy also shows 3:00 on the plaque.
Yank the clapper
Yank the clapper under the clock. A hit rings the bells, wakes Pip, and adds Rings. A miss shakes the clock and snuffs one of three candles.
Ring eight to clear the loft
Set eight clocks to win, or keep going until the candles are gone. Loft hush shows your Rings score, a rank, and Wind again to start again.
Drag the hands
Turn the short hour hand and the long minute hand on a brass twin-bell alarm. Hands snap to the hour or to quarter past, half past, and quarter to. A hit lights the loft gold. A miss shakes the clock and snuffs a candle.
Pip says the time
Pip says the time out loud and writes it on the tin plaque as 3 o'clock, quarter past 3, half past 3, or quarter to 4. The prompt always says Set the clock. Tap the plaque to hear it again.
Yank the clapper
When the hands look right, Yank the clapper. A correct ring adds Rings, grows a streak, and pops points off the clock. The wrong time resets the streak and costs a candle.
Difficulty that changes the loft
Easy stays on the hour with numbers and a digital 3:00. Medium adds quarter past, half past, and quarter to. Hard hides the numerals so you read the ticks.
Loft Alarm is a second-grade telling-time game. Pip calls a time. Kids drag the analog hands and Yank the clapper to ring the loft alarm. Easy stays on the hour. Medium and Hard add quarter past, half past, and quarter to. The skill is setting an analog clock, not picking a quiz card.
Time to fifteen minutes
Second-grade math asks kids to tell time to fifteen minutes. Loft Alarm makes that a drag of real clock hands, not a worksheet.
Listen, then set
Pip speaks 3 o'clock or quarter past 3 and writes the same words on the plaque, so kids connect the spoken time to the hands they turn.
Instant loft feedback
The right time rings the bells, wakes Pip, and raises Rings. A miss shakes the clock. Kids see the rule without waiting for a Done button.
Works on a finger or a mouse
Drag a hand, then Yank the clapper. Touch targets stay large, and Pip's plaque replays the time if you want to hear it again.
Easy uses hours only, such as 3 o'clock and 7 o'clock. Medium and Hard add quarter past, half past, and quarter to. Hard also hides the numerals so you read the ticks.
Each correct ring starts at 100 Rings and grows by 50 with a streak. A wrong Yank the clapper resets the streak and costs one of three candles.
Pip calls a time. Drag the short hand to the hour and the long hand to 12 for o'clock, 3 for quarter past, 6 for half past, or 9 for quarter to. Then Yank the clapper.
Quarter-hour times mix, and the clock face shows ticks instead of numerals so you read the hands.
Loft Alarm is second-grade telling-time practice. First grade can play Easy on the hour. Third grade can step up to Medium and Hard for quarter past, half past, quarter to, and unmarked faces.
