Sectors
Albatross
City of Giants
Commodore
The Farm
Frictionary
The Graveyard
Gunwales
Healing
Heart of Frank
House
Hulkamaniac
Karst Valley
Lipsmacker
Olympus
Pilgrimage
The Prow
The Ridge
Riverside
Snakebite
South Bank
Spiderweb Left
Spiderweb Right
Wastelands
Weathertop
Wind War
Zombotron/Rising TIthes
Breaking and Entering
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Breaking and Entering 1 / 4
  • V8. Sit-start under compression feature, using good left-hand undercling, and right-hand low on arete (below adjacent bloc). Move directly up. (FA Mark Derksen, 2017)
Breaking and Entering
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4
Breaking and Entering 2 / 4
  • V2. Sit-start matched on long, right-facing sidepull rail. Move up to obvious rail/edges, then up and left to lip.
  • V3/4. Start as per "Blood Meridian", but head left to join "Dust to Dust".
  • V2/3. Sit-start at base of obvious crack. Climb directly up. Stand-start is a very good (maybe better?) V1ish problem.
  • V8ish. Sit-start as per "Blood Meridian", but traverse right, along worsening holds and trickier moves, eventually gaining a large shelf, and topping out right.
Breaking and Entering
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2
Breaking and Entering 3 / 4
  • V2/3. Sit-start at base of obvious crack. Climb directly up. Stand-start is a very good (maybe better?) V1ish problem.
  • V2ish? Sit-start matched on massive shelf way back in cave. Follow the crack out of the cave. (FA Mark Derksen, 2017)
Breaking and Entering
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3
Breaking and Entering 4 / 4
  • Sit-start using good edges low and left. Move right to large block feature, then up. (FA ?, 2017)
  • Sit-start using good horn/edge (and anything lower). Move up and slightly left. (FA ?, 2017)
  • V8ish? Sit-start at the far right end of a tunnel, matched on a massive jug/edge. Move up and left, to slopers/pinches on the lip, then navigate left, through the tunnel, with substantial tricks and/or tension to avoid dabbing. (FA Scott Eveleigh, 2017)