orses, cattle, sheep and pigs there are
on the different neighbouring farms; or, in a town, to know in a
half-mile radius what livery stabling, corn chandlers, forage
merchants, bakers, butchers, there are. In town or country to know
where are the police stations, hospitals, doctors, telegraph,
telephone offices, fire engines, turncocks, blacksmiths and
job-masters or factories, where over a dozen horses are kept. To know
something of the history of the place, or of any old buildings, such
as the church, or other edifice. As much as possible of the above
information is to be entered on a large scale map.
_Photographer_: A scout must have a knowledge of the theory and use of
lenses, and the construction of cameras, action of developers. He must
take, develop and print twelve separate subjects, three interiors,
three portraits, three landscapes and three instantaneous photographs.
_Pioneer_: A scout must have extra efficiency in pioneering in the
following tests, or suitable equivalents: Fell a nine-inch tree or
scaffolding pole neatly and quickly. Tie eight kinds of knots quickly
in the dark or blindfolded. Lash spars properly together for
scaffolding. Build model bridge or derrick. Make a camp kitchen. Build
a hut of one kind or another suitable for three occupants.
_Piper_: A scout must be able to play a march and a reel on the pipes,
to dance the sword-dance, and must wear kilt and Highland dress.
_Plumber_: A scout must be able to make wiped and brazed joints, to
cut and fix a window pane, repair a burst pipe, mend a ball or faucet
tap, and understand the ordinary hot and cold water system of a house.
_Poultry Farmer_: A scout must have a good knowledge of incubators,
brooders, sanitary fowl-houses and coops and runs; also of rearing,
feeding, killing, and dressing birds for market; also he must be able
to pack birds and eggs for market.
_Printer_: A scout must know the names of different types and paper
sizes. Be able to compose by hand or machine, understand the use of
hand or power printing machines. He must also print a handbill set up
by himself.
_Seaman_: A scout must be able to tie eight knots rapidly in the dark
or blindfolded. Splice ropes, fling a rope coil. Row and punt a boat
single-handed, and punt with pole, or scull it over the stern. Steer a
boat rowed by others. Bring the boat properly alongside and make it
fast. Box the compass. Read a chart. State direction by the stars and
sun. Swim
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