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Woodcraft
67

Occasionall,y the distance of an upright bank, cliff, or building can be measured by the echo. Haft the seconds between shout and echo multiplied by eleven hundred gives the distance in feet.

The usual way to estimate long distances is by the time they take to cover. Thus, a good canoe on dead water goes four to five miles an hour. A man afoot walks three and a half miles an hour on good roads. A packtrain goes two and a haft miles an hour, or perhaps one and a haft on the mountain trails.

A man's thumb is an inch wide.

Span of thumb. and longest finger', nine iaches.

Brisk walking place is one yard for men.

What To Do When Lost in the Woods.[1]

"Did you ever get lost in the woods?" I once asked a company of twenty campers. Some answered,. "Yes; once or twice." Others said, "Many at a time." only two 'said "No; never." Then I said, turning to the two, "I know that all the others here have had plenty of experience, and that you two are the tenderfeet, and never lived in the woods."

It is quite certain to come sooner or later; if you go camping, you will get lost in the woods. Hunters, Indians, yes, birds and beasts, get lost-at times. You can avoid it for long by always taking your bearings and noting the landscape before leaving the camp, and this you should always do; but still you will get lost some time, and it is well to be ready for it by carrying matches, knife, and compass.

When you do'miss your way, the first thing to remember is, like the Indian, "You are not lost; it is the teepee that is lost." It isn't Serious. It cannot be so unless you do something foolish. The first and most natural thing to do is to get on a hill, up a tree, or other high lookout, and seek for some landmark near camp. You may be sure of this much:

You are not nearly so far from camp as you think you are.

Your friends will soon find you.

You can help them best by signaling.

The worst thing you can do is to get frightened. The truly dangerous enemy is not the cold or the hunger so much as the fear. It is fear that robs the wanderer of his judgment and of his limb power; it is fear that turns the passing experience into a final tragedy. Only keep cool and all will be well.


  1. Ladies' Home, Journal, October. 1902