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
House, Cartel, and Galactic
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House, Cartel, and Galactic 1 / 7
  • V0. Left side of the slab.
  • V0. Taller, right side of the slab.
  • V3. Sit-start matched on the left hand start hold of "Lost", then head up and left to exit on the tall slab. Tricky! (FA Trent Hoover, 2013)
  • V8. Start (and climb) as per "Shelley was a Doctor First", but rather than traversing all the way to the dihedral, climb up the right side of the blunt arete once you are able to do so, and continue up and right to the peak of the slab. See video beta to clarify.
  • V6/7. Sit-start low on the left side of the little cave, with your left hand on a small, incut sidepull just outside the cave, and your right hand on either the sidepull just inside the cave, or a small crimp beside your left hand. Powerful moves lead up and right to the blunt arete. Finish up the slab above. A great problem defined by several perfect "Frank Edges".
  • V11. Start, and climb, as per "SwaDF". Once you gain the mini-jug on the far right of the dihedral, match, and continue right through a series of technical moves on sloping holds, until you link up with the mid-point of "Plan 66" and "Problem Four". Finish up either of those highballs. The extension itself is probably only V4, but the nature of the holds and moves make it very difficult to finish.
  • V10. Start as per "Lost", but instead of heading up along the lip of the small cave, reach into the cave for a small edge, and use this to continue traversing the lip rightwards to a small jug on the far right wall. From here, head back left on the slab to top out. Very cool line (although a bit of an eliminate)! (FA Terry Paholek, 2013)
  • V1/2. Stand-start off rock, using small right-hand jug to press into dihedral. Climb directly over bulge above.
  • V2. Highball! Start as per "Plan 66", but continue straight up the tall, white-striped face instead of traversing up and right. Spooky.
  • V3. Start on the positive undercling/sidepull at the base of the blunt arete. Follow right-trending rails and sidepulls up and right until it is possible to reach the lip of the boulder. A fun problem, but dangerous where the line climbs above two large blocks at the base.
House, Cartel, and Galactic
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House, Cartel, and Galactic 2 / 7
  • V7. Sit-start under roof, with your left hand on a good pinch and your right hand on a sidepull. Climb directly out overhang, using arete to your right. (FA Kent Dunham, 2016)
House, Cartel, and Galactic
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House, Cartel, and Galactic 3 / 7
  • V7. Sit-start under roof, with your left hand on a good pinch and your right hand on a sidepull. Climb directly out overhang, using arete to your right. (FA Kent Dunham, 2016)
  • V5/6. Start as per "Galactic", but head up and right on thin holds.
  • V3. Start low on obvious, blocky ledge hold. Traverse positive holds up and left towards the arete, and mantle above.
House, Cartel, and Galactic
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House, Cartel, and Galactic 4 / 7
House, Cartel, and Galactic
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House, Cartel, and Galactic 5 / 7
  • V8. Sit-start on the large edge low on the right side of the face. Traverse left on edges, then throw for the lip, and top out above. Powerful! (FA Seth Mason)
  • V6. Start as per "Cartel", but after the first move, reach directly up to the lip, and finish as per "Goon". (FA Marcus Norman, 2006)
  • V9. Very eliminate, very forced. Start on the "Cartel" start holds and go straight up to topout. The good crimp you grab on the first move to the left on "Cartel" and "Goon Low" is out. Basically, ignore everything except a little, dimple undercling right above you, and the lip of the boulder. You might have better luck just dynoing. (FA Seth Mason, 2003)
  • V3. Start on the lip at the right side of the cave (or further right, in gap between boulders, if you wish). Traverse left to the middle of the face, and top out there. Traverse can be extended to the nose of the arete at far left (at the same grade).
House, Cartel, and Galactic
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House, Cartel, and Galactic 6 / 7
  • V9. Sit-start in cave, matched on good undercling. Use blocky rail to gain a mini-horn/block with your right-hand, and an edge in the roof with your left. Move up and left to a slopey lip encounter, and jugs above. Traverse slightly right to mantle and top-out.
  • V4. Sit-start just right of the massive roof, using a large right-hand sloper/shelf, and left incut crimp. Head up and left to an easy, but tall, top out. (FA Trent Hoover, 2013)
  • V4. Highball. Stand-start left of tree, using high (7.5'), right-facing crimp, and anything lower to help pull on. Make a dynamic move to an edge. Another dynamic move gains a horn on the lip. Traverse way right to top-out on "Spring Cleaning". Substantial cleaning may reveal a more direct topout.
  • V8/9. Start with tiny triangle crimp for left-hand, and, well . . . nothing for your right. Pull on one-handed, and reach right-hand to a pinch-edge. Continue up and right, to join the stand-start.
  • V4. Stand-start right of tree, matched on large, incut edge. Move up and right to a wide, dusty pinch. A high left-foot helps gain intermediates and lip. Dirty top-out.
House, Cartel, and Galactic
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House, Cartel, and Galactic 7 / 7
  • V7/8. Stand-start and climb the overhanging arete until you can gain the obvious ledge at half-height. Turn the arete and traverse left along the ledge to gain a relatively easy, but very serious, slab top-out, with a final crux at the very top of the boulder.
  • V6. Sit-start matched on edge. Move up, then traverse right, to large jug-edge feature at/just above head-height. Match, and drop-off.
  • V9. Sit-start in cave, matched on good undercling. Use blocky rail to gain a mini-horn/block with your right-hand, and an edge in the roof with your left. Move up and left to a slopey lip encounter, and jugs above. Traverse slightly right to mantle and top-out.