Outdoor Sports and Games | Page 9

Claude H. Miller

safe use of preservatives, care of dairy utensils and appliances.
_Electrician_: A scout must have a knowledge of method of rescue and
resuscitation of persons insensible from shock. Be able to make a
simple electro-magnet, have elementary knowledge of action of simple
battery cells, and the working of electric bells and telephone.
Understand and be able to remedy fused wire, and to repair broken
electric connections.

_Engineer_: A scout must have a general idea of the working of motor
cars and steam locomotives, marines, internal combustion and electric
engines. He must also know the names of the principal parts and their
functions; how to start, drive, feed, stop, and lubricate any one of them
chosen by the candidate.
_Farmer_: A scout must have a practical knowledge of ploughing,
cultivating, drilling, hedging and draining. He must also have a
working knowledge of farm machinery, hay-making, reaping, heading
and stacking, and a general acquaintance with the routine seasonal
work on a farm, including the care of cattle, horses, sheep and pigs.
_Fireman_: A scout must know how to give the alarm to inhabitants,
police, etc. How to enter burning buildings. How to prevent spread of
fire. Use of hose, unrolling, joining up, hydrants, use of nozzle, etc.
The use of escape, ladders, and shutes; improvising ropes, jumping
sheets, etc. The fireman's lift, how to drag patient, how to work in
fumes, etc. The use of fire extinguishers. How to rescue animals. How
to salve property, climb and pass buckets. "Scrum" to keep back crowd.
_First Aid to Animals_: A scout must have a general knowledge of the
anatomy of domestic and farm animals, and be able to describe
treatment and symptoms of the following: Wounds, fractures and
sprains, exhaustion, choking, lameness. He must understand shoeing
and shoes, and must be able to give a drench for colic.
_Gardener_: A scout must dig a piece of ground not less than twelve
feet square, know the names of a dozen plants pointed out in an
ordinary garden, understand what is meant by pruning, grafting and
manuring, plant and grow successfully six kinds of vegetables or
flowers from seeds or cuttings, cut and make a walking stick, or cut
grass with scythe under supervision.
_Handyman_: A scout must be able to paint a door or bath, whitewash
a ceiling, repair gas fittings, tap washers, sash lines, window and door
fastenings, replace gas mantles and electric light bulbs, hang pictures
and curtains, repair blinds, fix curtain and portiere rods, blind fixtures,
lay carpets, mend clothing and upholstery, do small furniture and china

repairs, and sharpen knives.
_Horseman_: A scout must know how to ride at all paces, and to jump
an ordinary fence on horseback. How to saddle and bridle a horse
correctly. How to harness a horse correctly in single or double harness,
and to drive. How to water and feed, and to what amount. How to
groom his horse properly. The evil of bearing and hame reins and
ill-fitting saddlery. Principal causes and remedies of lameness.
_Interpreter_: A scout must be able to carry on a simple conversation,
write a simple letter on subject given by examiner, read and translate a
passage from a book or newspaper, in either Esperanto or any language
that is not that of his own country.
_Leather Worker_: A scout must have a knowledge of tanning and
curing, and either (a) be able to sole and heel a pair of boots, sewn or
nailed, and generally repair boots and shoes: or (b) be able to dress a
saddle, repair traces, stirrup leathers, etc., and know the various parts of
harness.
_Marksman_: A scout must pass the following tests for miniature rifle
shooting from any position: N.R.A. Standard Target to be used. Twenty
rounds to be fired at 15 or 25 yards. Highest possible, 100 points. A
scout gaining 60 points or over to be classified as marksman. Scoring:
Bull's-eye, 5 points; inner, 4 points; magpie, 3 points; outer 2 points.
Also: Judge distance on unknown ground: Five distances under 300
yards, 5 between 300 and 600 yards, with not more than an error of 25
per cent. on the average.
_Master-at-arms_: A scout must attain proficiency in two out of the
following subjects: Single-stick, quarter-staff, fencing, boxing, jiu-jitsu
and wrestling.
_Missioner_: The qualifications are: A general elementary knowledge
of sick-nursing; invalid cookery, sick-room attendance, bed-making,
and ventilation. Ability to help aged and infirm.
_Musician_: A scout must be able to play a musical instrument

correctly other than triangle, and to read simple music. Or to play
properly any kind of musical toy, such as a penny whistle, mouth-organ,
etc., and sing a song.
_Pathfinder_: It is necessary to know every lane, by-path, and short cut
for a distance of at least two miles in every direction around the local
scouts' headquarters in
Continue reading on your phone by scaning this QR Code

 / 107
Tip: The current page has been bookmarked automatically. If you wish to continue reading later, just open the Dertz Homepage, and click on the 'continue reading' link at the bottom of the page.