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
Hulkamaniac
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Hulkamaniac 1 / 4
  • V3/4. To the left of Rise of the Phoenix, start right hand on low good angled edge (almost at low lip of boulder) and left hand on good incut sloper at lip of end of boulder. Start by compressing these two holds, climb arete up and right, then use rail of RotP to continue up arete to peak of boulder. (FA Trent Hoover, 2015)
  • One of Frank Slides absolute world-class gems! Stand-start at the base of the arete, and go more-or-less straight up to the peak of the boulder using good edges and pinches, interesting foot sequences, and engaging body positions and movement. Beware: this problem is tall, with a last move crux over a typical Frank landing. A must-do problem for those confident at the grade!
  • V5. Sit start under boulder on left hand crimp in overhang, and right hand good crimp on face just above lip. Keep feet off the adjacent smaller boulder on right. A couple hard moves straight up to top out. (AKA "Days of the Phoenix" in BITCR 2nd Edition.)
Hulkamaniac
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Hulkamaniac 2 / 4
  • Climb the right side of the arete. Crux is up high, pulling into the dihedral.
  • Eliminate. Stand-start using choice of edges, and climb the face directly, to the sloper shelf and dihedral, without use of either arete.
  • Start up the left side of "Hulkamaniac". At mid-height, reach left to large, sloping shelf. A technical and tenuous crux here gains a large, flat jug in the dihedral. Continue up dihedral to top out. FA did not use arete to the left - although it isn't really within reach, or useful, until you're through the crux.
  • One of Frank Slides absolute world-class gems! Stand-start at the base of the arete, and go more-or-less straight up to the peak of the boulder using good edges and pinches, interesting foot sequences, and engaging body positions and movement. Beware: this problem is tall, with a last move crux over a typical Frank landing. A must-do problem for those confident at the grade!
Hulkamaniac
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2
Hulkamaniac 3 / 4
  • Sit-start matched on sloping block. Reach up to the giant tooth, then head left to top out. (FA Trent Hoover, 2013)
  • Start on two incut, slightly sidepulling crimps a meter or so right of "Tooth". Reach left to a rail, then mantle onto the slab above using good edge. Powerful first move. (FA Trent Hoover, 2013)
Hulkamaniac
1
Hulkamaniac 4 / 4
  • Classic! Just east of Little Hulkamaniac. Great rock, holds, and moves make this one of the best at the grade in Frank. Sit-start matched on huge, flat edge in middle of face. Head up through sloping rails, and opposing lips.