NES-blocken
1
2
3
4
5
NES-blocken 1 / 3
NES-blocken
1
2
3
NES-blocken 2 / 3
  • Sit start on the lowest jug/sidepull, traverse up the arete and mantle at the middle jugs
  • Sit start on the crimps furthest left, feet at the bottom of the overhang. The arete is excluded.
  • Same block as Faxanadu and Battletoads, right arete. Sit start on the lowest jug, traverse up the arete and mantle at the middle jugs.
NES-blocken
1
2
3
4
5
6
7
8
9
10
11
12
NES-blocken 3 / 3
  • Start with both hands on the lowest jug, feet at the bottom of the overhang. Climb straight up on good holds.
  • Start with hands on the lowest crimps, feet at the bottom of the overhang. The good holds out right (Gunsmoke 5+) are eliminated. Climb and mantle straight up.
  • Sit start, reach for the great hold up top and mantle straight up
  • Start on the lowest slopy side pulls, traverse to the top using only the crack for hands
  • Establish and go straight up
  • Starts inside the "cave", left hand on a sidepull and right hand on a good crimp. Move up to the top and mantle.
  • Sit start on the lowest part of the stone, traverse the arete to the top and mantle
  • Sit start on the lowest jug --------- 2021 - Downgraded to 4 from 5 as more holds were uncovered due to Ghosts 'N Goblins being brushed
  • Sit start on the overhang from a left hand crimp/sidepull, right hand on a decent jug. Climb straight up on sharp crimps without using the right arete.
  • The low sit-start to Probotector, starts on the lowest jugs (same as RC Pro Am), the right arete is excluded
  • Sit start on the obvious jug (same as RC Pro Am 2), traverse to the right and mantle at the jugs
  • Lower start to Probotector, adds 2 hard moves. Starts from a sidepull/undercling pocket with the right hand and a bad crimp for the left. Move to the pinch with the left and then to the jug with the right, joining Probotector's start. The right arete is excluded.

There are 4 routes that have not yet been drawn on a topo image. See full list of routes from NES-blocken .