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Alcove Wall

Type
Altitude
3m
Part of

Alcove Wall is really the right end of the Only the Good Die Young Wall. The left side is steep and hard; a spotter is recommended. The centre has high problems above a poor landing; don't fall off. The right side features easier, still high routes above deep sand.

Image
Aspect
East
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Routes

Reference Title Grade Length Pro Quality Alert Operations
A AAlcove Traverse, V5 V5
1.02

  • P1
  • Hueco V5

Starting at Alcove Corner, traverse the wall to end up on the starting hold of Raw Terror.


B BThe Great Journey, V6 V6
0

  • P1
  • Hueco V6

Continue the Alcove Traverse along the Only the Good Die Young Traverse for a very substantial trek.


1 1Raw Terror, V6 V6
2.01

  • P1
  • Hueco V6

One of Baring Head's steepest routes. Starting on the big jug in the middle of the roof, battle upward, staying on the overhanging wall. Do not use the wall on your right., nor the juggy undercling. After five or six moves, head left to a pinch on the left arete (about 40cm above the undercling), cross over to a positive two-finger pocket for the right hand and then pull around onto the slab. A spotter is advisable.


 Kellermeister, V6 V6
1.02

  • P1
  • Hueco V6

As for Raw Terror but force yourself to stay on the overhanging wall until it peters out, requiring you to slap for the juggy ledge feature at the top. Drop off or top out.


 Escape from the Cuddly-Bears, V7 V7
0

  • P1
  • Hueco V7

A Raw Terror eliminate. Don't use the pinch out left above the overlap and take a good spotter.


2 2Playing with Knives, V5 V5
0

  • P1
  • Hueco V5

Sit start with hands in the crack and crimp your way up until feet are standing on the slab.


3 3One Inch Punch, V5 V5
1.02

  • P1
  • Hueco V5

A test of power and cunning. Climb the hanging arête feature from a low start on the obvious triangular jug. Don't use the slab below this for hand, feet, or any other body part. Contrived, but worth one burn.


4 4Layback Flake, V0 V0
0

  • P1
  • Hueco V0

Delightful, but gets harder near the top as the flake peters out. Either do a committing move up and left to a good jug, or finish up Alcove Wall.


5 5Alcove Wall, VM VM
1.02

  • P1
  • Hueco VM

Climb the wall left of the corner. At about two-thirds height, veer left and lay off a good flake (a bit committing).


6 6Alcove Corner, VE VE
0

  • P1
  • Hueco VE

Climb the low-angle corner.


7 7Alcove Edge, VM VM
0

  • P1
  • Hueco VM

Start at a flake in the centre of the face and climb just right of the arête. Good flakes around the arête give some pleasant moves.


8 8Pip, VM VM
0

  • P1
  • Hueco VM

Strenuous moves up the right side of the wall lead to good jugs at two-thirds height.


Comments
UUID
 
da529b3e-0132-4a54-8556-3caf45ddfa66