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!