Camp Mach-Kin-O-Siew Call of the Wild Program

Transcription

Camp Mach-Kin-O-Siew Call of the Wild Program
Camp Mach-Kin-O-Siew Call of the Wild Program
Blacksmithing, kayaking in remote areas, eating lunch in boats on the Apple Lakes,
sleeping under the stars far away from the usual campsites - these are a few of the activities that
make up the Call of the Wild program. If you are an older scout looking for something more
interesting and challenging than merit badge classes, this is the place for you.
The Call of the Wild program offered by the Outpost Department is an all-week course of
activities designed to allow scouts to do things that they cannot do in the camp’s other program
areas. (It does not include merit badges, although some merit badge requirements are often
fulfilled during the program.) For example, there are huge sections of Camp Mach-Kin-O-Siew
that most scouts never see. They are far from campsites and program areas, but they are
nonetheless beautiful. Only by hiking and boating with the Outpost staff will you be able to visit
these areas. Also, it goes without saying that you cannot fashion your own steel utensils in a
coal-fired forge at any place in camp but Outpost.
The Outpost staff
poses by the forge
at Bushwack
Bluff in their
protective gear.
Becaus
e there is so
much to do
within only
five days, the
full program
will take up
most of a
scout’s
available time,
but will
usually not
interfere with
meals in the
campsite or
with campwide programs. For example, a typical week might look something like this:
Morning
Afternoon
Evening/Night
Monday
Activity
Activity
Free Time
Tuesday
Activity
Activity
Free Time
Wednesday
Activity
Free Time
Activity
Thursday
Activity
Free Time
Activity
Friday
Program Ends
Free Time
Free Time
On Thursday nights, the Outpost Department offers the Bushwack Bluff Outpost, which
is open to everyone in camp without exception. Those who attend get to sample the
blacksmithing, dutch oven cooking, lead musket ball making, and sleeping under the stars that
Call of the Wild participants have available to them all week long. The general Call of the Wild
program, however, is open only to older scouts. Any scouts 13 years of age or older are eligible.
This restriction is meant to ensure that younger scouts are not distracted from the required merit
badges and rank advancements that are so much easier to earn at camp than at home. Also, some
parts of the Call of the Wild are very difficult. They are designed for scouts who have had
several years’ experience at camp and are ready for more advanced activities.
Since the Call of the Wild program is not focused on merit badge requirements, its
schedule is very flexible. Each week turns out differently from every other, and the activities
included can be changed to suit the participants. For example, if some of the scouts that sign up
are training for a Philmont trek or simply love to hike, it is possible to add more hiking to the
schedule. If blacksmithing is especially popular, the group will spend more time at Bushwack
Bluff using the forge. There is even time to visit the Shotgun Range or try some advanced
climbing techniques at the Climbing Tower, if that is what the group wants.
Here are the basic activities that usually make up a week in the Call of the Wild program:
Blacksmithing: While wearing appropriate protective equipment, scouts get to work at the coalfired forge located at Bushwack Bluff. S-hooks, J-hooks, flint strikers, tent stakes, key rings,
finger rings, spoons, forks, and letters of the alphabet have all been made in the past, and
experimenting with new designs is encouraged.
Bog Hiking: Every weekday at 4 PM, a bog hike is offered. While bog hikes are a program of
the Nature Department and are intended for whichever troop signs up that day, the Outpost staff
frequently joins in, and Call of the Wild scouts are encouraged to do so as well. Bring old or
disposable clothes for this!
These scouts have just reached the half-way point on
their bog hike.
Trailblazing: There are several trails in
Camp Mach that are in need of repair, such
as the Lost Forest Trail, the Trail of Trees,
and the trail to Logger’s Camp. Scouts in the
program may spend time working on these
trails or constructing new ones, such as a
proposed trail around the Apple Lakes.
Lake Lunch: In this program, a group of
older scouts packs their food in boats and
canoes into either Big Apple or Little Apple Lake, the most remote and pristine locations in
Camp Mach, to eat lunch. (Which lake is used will depend on whether or not the water level is
high enough to allow boats into Little Apple.) Although this is run by the Outpost staff, Call of
the Wild participants are only encouraged, not required, to come along. It is offered several times
a week, to any troops or patrols that are interested. Scouts who participate must have passed the
Waterfront swim test and must know how to paddle a canoe.
Cooking: The amount of cooking done in the Call of the Wild program varies to suit the
participants. Generally, it includes at least Mach pizzas during the campout at Logger’s Camp
and fruit cobblers during the Bushwack Bluff Outpost. More challenging trail meals will be
added if desired.
Musket Ball Making: By melting lead over a campfire and pouring it into a musket ball mold,
scouts will get to make their own musket balls. These tend to come out rough, so that they would
need to be sanded or otherwise smoothed before they could be actually fired, but otherwise they
are appropriate for a muzzle loader. Black powder rifle shooting with balls like these may be
available during the week, depending on the Shooting Sports Director’s schedule.
Kayaking/Canoeing: Throughout the week, the Outpost staff will be trying to help the scouts
see and do as many new things as possible. Boating to distant corners of Lake Enterprise,
through the Sedge Meadow to the 4th Lake, or through the two Apple Lakes has proven to be an
especially interesting way to do this. Also, depending on the water levels, it may be possible to
explore Enterprise Creek, a shallow but scenic stream leading out of Lake Enterprise.
This is part of
the 4th Lake,
one of the
remote places
that Call of the
Wild
participants
can visit.
Hiking:
Scouts in
the Call of
the Wild
program
can hike to
many
remote parts
of camp, including the Sedge Meadow and the Fourth Lake. They may also hike off of camp
property. Destinations outside of camp may include Elcho and a hike around Lake Enterprise. In
addition, if the participants would like to explore any part of camp that they do not ordinarily get
to visit, then such an excursion will be added to the schedule.
Advanced Firestarting: Participants can learn at least five techniques of firestarting. These
include flint and steel, battery and steel wool, chocolate bar and pop can, magnifying glass, and
fire by friction. Also, they can learn about natural firestarting materials such as birch bark and
congealed pine sap.
Junior Leader Training: JLT games will be used, especially early in the week, to enable scouts
to learn and demonstrate leadership skills. They will also function as ice-breaking and teambuilding exercises.
Nature: Since the Call of the Wild involves spending lots of time in the several different
ecosystems, it makes sense to learn a few things about nature. Plant and animal identification
will be part of the program, and participants will be invited to try many different kinds of edible
plants.
Kraftwood: The area that is now Camp Mach was originally owned by J. L. Kraft, founder of
Kraft Foods and inventor of the various Kraft cheese products. His wife gave most of the Kraft
property to us Boy Scouts in 1954, but the remainder, including the manor house, is still there
across Lake Enterprise. It is known as the Kraftwood Estate. James Hardy, grandson of J. L.
Kraft, has offered to give tours of Kraftwood to the Outpost scouts and any adult leaders who
would like to come.
Logger’s Camp Overnighter: Usually on Wednesday nights, the group will sleep under the
stars at Logger’s Camp, the most remote outpost in Camp Mach-Kin-O-Siew. While there, they
will cook and eat dutch oven pizzas for dinner. The following morning, they will hike back to
camp in time for breakfast in their campsites. Older scouts not participating in the entire Call of
the Wild program are sometimes invited to come out to Logger’s Camp with the group.
Bushwack Bluff Outpost: On Thursday nights, Call of the Wild participants assist the Outpost
staff in hosting the Bushwack Bluff Outpost. Anyone in camp, regardless of age, is invited.
Activities include blacksmithing, musket ball making, cobbler making (and eating), and sleeping
under the stars. By this point in the week, participants will be familiar with the forge and the
musket ball making process and will be invited to help teach the younger scouts.
This lead has been melted to
be made into musket balls.
Other Activities:
Plenty of other
activities can be added
to the Call of the Wild
program if there is
interest in them.
Shotgun and rifle
shooting, advanced
climbing and
rappelling, and
anything else suggested
by the scouts can be
worked into our
schedule.
Friday: In general, the
Call of the Wild
program ends Friday morning and the participants are released back to their troops. This may
change if inclement weather has seriously interfered with activities earlier in the week or if the
scouts want to finish a project, but such a situation does not usually happen. It is considered
important to let the Call of the Wild scouts (who tend to be the most experienced scouts and the
youth leaders of their troops) be present on Friday to help plan campfire skits, work on the
Monster Campsite Competition, or assist younger scouts in completing their merit badges.
The Outpost staff does its best to tailor the Call of the Wild program to the interests of
older scouts. So far, feedback from participants has been overwhelmingly positive. We hope to
see many more scouts join us next summer!