8. A scout smiles and whistles under all circumstances.

9. A scout is thrifty and saves every penny he can and puts it into

the bank.

The scout master is the adult leader of a troop. A troop consists of

three or more patrols. The scout master may begin with one patrol. He

must have a deep interest in boys, be genuine in his own life, have

the ability to lead and command the boys’ respect and obedience, and

possess some knowledge of a boy’s ways. He need not be an expert on

scoutcraft. The good scout master will discover experts for the

various activities.

To organize a patrol, get together seven or more boys, explain to them

the aims of the Boy Scouts, have them elect a leader and corporal from

their own number and take the scout oath as tenderfeet. To organize a

local committee, call together the leading men of a town or city,

teachers, business men, professional men, and all who are interested

in the proper training of boys, for a committee to superintend the

development of the scout movement.

There are a number of divisions to scouting depending upon the place

where the boys live and upon their opportunities. For instance, to

obtain:

_An Ambulance Badge_: A scout must know: The fireman’s lift. How to

drag an insensible man with ropes. How to improvise a stretcher. How

to fling a life-line. The position of main arteries. How to stop

bleeding from vein or artery, internal or external. How to improvise

splints and to diagnose and bind fractured limb. The Schafer method of

artificial respiration. How to deal with choking, burning, poison,

grit in eye, sprains and bruises, as the examiners may require.

Generally the laws of health and sanitation as given in “Scouting for

Boys,” including dangers of smoking, in continence, want of

ventilation, and lack of cleanliness.

_Aviator_: A scout must have a knowledge of the theory of æroplanes,

ball balloons and dirigibles, and must have made a working model of an

æroplane or dirigible that will fly at least twenty-five yards. He

must also have a knowledge of the engines used for æroplanes and

dirigibles.

_Bee-farmer_: A scout must have a practical knowledge of swarming,

hiving, hives, and general apiculture, including a knowledge of the

use of artificial combs, etc.

_Blacksmith_: A scout must be able to upset and weld a one-inch iron

rod, make a horseshoe, know how to tire a wheel, use a sledge hammer

and forge, shoe a horse correctly, and rough-shod a horse.

_Bugler_: A scout must be able to sound properly on the bugle the

Scouts’ Rally and the following army calls: Alarm, charge, orderlies

(ord. corpls.), orders, warning for parade, quarter bugle, fall in,

dismiss, rations, first and second dinner calls (men’s), reveille,

last post, lights out.

_Carpenter_: A scout must be able to shoot and glue a four-foot

straight joint, make a housing, tenon and mortise, and halved joint,

grind and set a chisel and plane iron, make a 3 ft. by 1 ft. 6 in., by

1 ft. by 6 ft. dovetailed locked box, or a table or chair.

_Clerk_: A scout must have the following qualifications: Good

handwriting and hand printing. Ability to use typewriting machine.

Ability to write a letter from memory on the subject given verbally

five minutes previously. Knowledge of simple bookkeeping. Or, as

alternative to typewriting, write in shorthand from dictation at

twenty words a minute as minimum.

_Cook_: A scout must be able to light a fire and make a cook-place

with a few bricks or logs; cook the following dishes: Irish stew,

vegetables, omelet, rice pudding, or any dishes which the examiner may

consider equivalent; make tea, coffee, or cocoa; mix dough and bake

bread in oven; or a “damper” or “twist” (round steak) at a camp fire;

carve properly, and hand plates and dishes correctly to people at

table.

_Cyclist_: A scout must sign a certificate that he owns a bicycle in

good working order, which he is willing to use in the scouts’ service

if called upon at any time in case of emergency. He must be able to

ride his bicycle satisfactorily, and repair punctures, etc. He must

be able to read a map, and repeat correctly a verbal message. On

ceasing to own a bicycle the scout must be required to hand back his

badge.

_Dairyman_: A scout must understand: Management of dairy cattle; be

able to milk, make butter and cheese; understand sterilization of

milk, 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 the country, or for one mile if in a

town, and to have a general knowledge of the district within a

five-mile radius of his local headquarters, so as to be able to guide

people at any time, by day or night. To know the general direction of

the principal neighbouring towns for a distance of twenty-five miles,

and to be able to give strangers clear directions how to get to them.

To know, in the country, in the two-mile radius, generally, how many

hayricks, strawricks, wagons, horses, 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 fifty yards with trousers, socks, and shirt on. Climb a rope

or pole of fifteen feet, or, as alternative, dance the hornpipe

correctly. Sew and darn a shirt and trousers. Understand the general

working of steam and hydraulic winches, and have a knowledge of

weather wisdom and knowledge of tides.

_Signaller_: A scout must pass tests in both sending and receiving in

semaphore and Morse signalling by flag, not fewer than twenty-four

letters per minute. He must be able to give and read signals by

sound. To make correct smoke and flame signals with fires. To show the

proper method of signalling with the staff.

_Stalker_: A scout must take a series of twenty photographs of wild

animals or birds from life, and develop and print them. Or,

alternately, he must make a collection of sixty species of wild

flowers, ferns, or grasses, dried and mounted in a book and correctly

named. Or, alternately, he must make coloured drawings of twenty

flowers, ferns or grasses, or twelve sketches from life of animals and

birds. Original sketches, as well as the finished pictures, to be

submitted. Or, alternately he must be able to name sixty different

kinds of animals, insects, reptiles, or birds in a museum or

zoological garden, or from unnamed coloured plates, and give

particulars of the lives, habits, appearance and markings of twenty of

them.

_Starman_: A scout must have a general knowledge of the nature and

movements of the stars. He must be able to point out and name six

principal constellations. Find the north by means of other stars than

the Pole Star in case of that star being obscured by clouds, etc., and

tell the hour of the night by the stars or moon. He must have a

general knowledge of the positions and movements of the earth, sun

and moon, and of tides, eclipses, meteors, comets, sun spots, planets.

_Surveyor_: A scout must map correctly, from the country itself, the

main features of a half a mile of road, with 440 yards each side,

to a scale of two feet to the mile, and afterward re-draw same map

from memory. Measure the heights of a tree, telegraph pole and church

steeple, describing method adopted. Measure width of a river, and

distance apart of two objects a known distance away and unapproachable.

Be able to measure a gradient, contours, conventional signs of ordnance

survey and scales.

_Swimming and Life Saving_: A scout must be able to dive and swim

fifty yards with clothes on (shirt, trousers, socks as minimum). Able

to fling and use life-line or life-buoy. Able to demonstrate two ways

of rescue of drowning person, and revival of apparently drowned.

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