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A stellar line up the beautiful overhanging face through the horizontal breaks, take RPs, a double set of cams from 0.2/00 to 0.4 and triple up on 0.3. Start up the blunt lay back then wend your way through the breaks following the protection. Over the easy slab then ooze onto the face right of the finishing crack of TotKP. A route you won’t forget.
The striking hanging corner to the left of Light Sabre. Small cams and an attentive belay essential for the start. The first moves as per Light Sabre then traverse left on breaks. An audacious move across the void (don’t look down at the rock spike) to the corner brings gear and some relief. The corner and crack through the rooflet above followed by an easy face then jamb through the curving crack in the orange headwall.
Start in the obvious corner below the stepped roof, break right and launch through the stepped rooves on the right with long moves up to the ‘morgue’, harder moves lead to easier ground and the final thin corner.
Starts directly in front of the big block at the base of the wall, 2m R of Armstrong's obvious crackline. Follow the left leaning line, finishing out through the slot at the top.