Spur Road is a south-facing basalt crag. It has many good natural gear lines between 10 and 15m high with reasonable protection.
Sometimes the top of the routes can be a little dirty after rain and some of the blocky rock should handled carefully.
There are also many semi-suspect branches in the pine trees at the top of the crag. We recommend you always wear a helmet at Spur Road (even at the top of the crag) and definitely stay away during high winds.
Be very wary of using any old carrot or expansion bolts, the basalt here is quite soft. The newer glue-in bolts are good to go.
The routes often have painted letters to identify them. The abbreviations are included with the route name in the guide.
Routes Are Left to Right, different to "as you approach" which is from the right. Note any climbs left of 'Lion of Judah' have probably not been climbed for years and most are in need of a good clean up. Most climbs from Lion of Judah and right are relatively clean.
Ben and Kate Johnson own the top of the crag (the trees) and carpark area, while the cliff itself and the bottom of the crag is owned by Robert & Jo Rhodes. There is no need to contact either for permission to climb but please show respect; access is a privilege. Steer clear at lambing time, leave the dog at home, leave any gates as found, and respect all farm property. This will ensure access continues.
North of Timaru, turn inland onto Washdyke Flat Rd (just before the State Highway 8 turn off to Mt Cook). This road leads to an intersection with Spur Rd. Follow Spur Rd for 4km to a sweeping corner, 100m before the turnoff to Kings Rd. Park by the deer fence.
Over the fence is a track which leads through trees. Turn slightly right and follow the deer fence line in South-west direction, keeping the deer fence to your right for a few minutes to the pine trees. This takes you to the top of the crag. Go leftwards or east to find your way to the base of the cliff. The right-most routes are about 30m from the track exit at the base of the crag.
Routes
Reference | Title | Grade | Length | Pro | Quality | Alert | Operations |
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SA | SAShags's Apprentice, 12 | 12 | |||||
The corner with two large cracks. |
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FL | FLFootloose, 10 | 10 | |||||
Crack up LH side of roof. |
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FE | FEFraser Eraser, 10 | 10 | |||||
The crack up RHS of roof. |
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SO | SOSoft Option, 18 | 18 | |||||
Short arête. |
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DJ | DJDragons Jaws, 13 | 13 | |||||
Crank up centre of buttress. |
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YB | YBYoung Blood, 18 | 18 | |||||
Face route with large jug at top, finishing on DJ. |
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MM | MMMacho Man, 17 | 17 | |||||
Hand crack to roof, then move L, then up corner. |
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Slippery When Wet, 12 | 12 | ||||||
Up short face, then finishing up your choice of two cracks. |
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Garden of Eden, 13 | 13 | ||||||
Climb to hanging garden, finishing through mud. |
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ED | EDEchos in the Dark, 18 | 18 | |||||
Start on ledge, and follow short corner. |
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AS | ASAirway Spies, 16 | 16 | |||||
Jamcrack to L of FoI. |
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FoI | FoIFlight of Icarus, 24 | 24 | |||||
2m R of M. Climb through roof, reaching to the ledge. Mantle ledge, then up steep groove. |
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M | MMedusa, 18 | 18 | |||||
Through bulge, finnishing in hand-crack. |
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BD | BDBrain Damage, 17 | 17 | |||||
Steep, short corner. |
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Diamond Dogs, 16 | 16 | ||||||
2m L of P. Wide crack. |
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P | PPurgatory, 20 | 20 | |||||
Through roof and climb wall and groove above. |
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WC | WCWhose Climb, 12 | 12 | |||||
2m R of P. Crack. |
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ST | STSmale Trails, 15 | 15 | |||||
Follow groove to ledge. Easy exit. |
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JD | JDJuvenile Decay, 12 | 12 | |||||
Dirty corner with fist-crack in it. |
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RRR | RRRRevenge of the Rectum Ranger, 17 | 17 | |||||
L of TiT. Large crack. |
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TiT | TiTTerrestial in Torment, 21 | 21 | |||||
The nose-like arête. Reach out onto the tip of the arête, carry out the crux, the up the easy ground. |
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Sultans of Swing, 21 | 21 | 1 | |||||
2m of BA. Move L onto arête, then climb the crest. |
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BA | BABlack Arts, 20 | 20 | |||||
The flared finger crack. Short. |
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CB | CBC Bix, 16 | 16 | |||||
Ciimb crack to mantle (crux) ay top. |
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AAK | AAKAlive & Kicking, 14 | 14 | |||||
1m L of C. Slab/face route |
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C | CThe Chills, 16 | 16 | |||||
A steep off-width crack. |
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Flesh for Fantasy, 20 | 20 | ||||||
Climb th wall, avoid the bulge on the LHS. Exit up finger crack. |
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PK | PKPsycho Killer, 20 | 20 | |||||
Climb onto ledge, then up through overhung jam-crack. |
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DR | DRDeath Row, 19 | 19 | |||||
Climb upwide crack, then jam through bulge. |
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TH | THTemporary Heroes, 21 | 21 | |||||
Climb up face and bulge, with finger crack above. The route ends on the ledge. |
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MM | MMMagic Mushroom, 16 | 16 | |||||
Start up the slab, then move into the short corner, exit out on the clay (crux). |
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Ashes to Ashes, 17 | 17 | ||||||
Mantle & bridge up the short corner. |
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RG | RGRubber Gumboot, 15 | 15 | |||||
Up the corner and mantle. Carry out L-wards traverse across ledge the diagonally up the dirty ledges. |
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Nightmare on Elm Street, 21 | 21 | ||||||
Climb to the large scoop, move over bulge and finish on the above face. |
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DTE | DTEDelete the Elite, 23 | 23 | |||||
The steep flared groove, exiting on above face. |
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SR | SRSorry Rob, 16 | 16 | |||||
Jam up corner. |
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Moon Rocks, 13 | 13 | ||||||
2m L of CT. Indistinct line that trends R. |
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Come Together, 15 | 15 | ||||||
Corner with easy angle, passing large block on R. |
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Solid Rock, 18 | 18 | ||||||
Climb through short roof, the move up to exit on arête. |
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GN | GNGnome’s Nightmare, 21 | 21 | 13m | 1 | |||
Climb short face with 1B, mantle onto ledge exiting via steep jamming. |
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LA | LALiving After, 18 | 18 | 13m | ||||
Climb finger crack, move R then climb hand-crack. |
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Manhole, 20 | 20 | ||||||
Trough small roof. |
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Mince Gully, 17 | 17 | ||||||
A sustained route up a chossy groove. |
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TOD | TODTop or Drop, 18 | 18 | 13m | ||||
A hand/finger crack, then onto the crux mantle to top-out. |
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GB | GBGhostbuster, 18 | 18 | 13m | ||||
Up the corner to the jugs under the lip, move L then exit upwards. |
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LJ | LJLion of Judah, 16 | 16 | 13m | ||||
Obvious corner. |
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T | TTeardrops, 15 | 15 | 13m | ||||
Climb ramp up and R to link with prominent crack. Direct variant 17. |
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R | RRevolution, 14 | 14 | |||||
Climb face to ledge, move L and up fist-crack. |
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GF | GFGreen Fingers, 15 | 15 | |||||
Sustained corner. |
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Yum Yum, 14 | 14 | ||||||
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FNF | FNFFame Not Fortune, 17 | 17 | 13m | ||||
The large crack on RHS of the arête. Start direct or from CR. |
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CR | CRCavalry Road, 17 | 17 | 13m | ||||
Use small cracks to gain ledge (crux), then up big L facing corner. Difficult to protect the crux. |
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CRD | CRDCavalry Road Direct, 19 | 19 | |||||
Direct start to CR. |
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TD | TDTwo Drops, 18 | 18 | |||||
Up crack/corner to vague rest under roof. After arranging your gear and headspace, launch out over the roof to hand jams and freedom. Finish up off-width. Something for everyone. |
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B | BBabyskins, 16 | 16 | |||||
Move past green bulge on L, then up flake and corner. |
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CC | CCConfidence Crisis, 13 | 13 | |||||
Crank up through large blocks and jams. |
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WT | WTWandering Jew, 22 | 22 | |||||
The steep RH facing corner and slab, with hand-crack exit. |
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SS | SSShanks Sandbag, 17 | 17 | 14m | ||||
After a slightly overhanging start, kicks back into a beautiful and delicate (for feet and pro) hand crack. Quality line, great for working on your footwork. |
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A | AAsylum, 14 | 14 | |||||
A loose groove line. |
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SR | SRStoneage Romeo, 15 | 15 | 14m | ||||
A long corner. Loose at the top |
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T2OU | T2OUThe Two of Us, 16 | 16 | 14m | ||||
Start in the clean hand crack. The crux is the obvious big move to get up and into the R facing corner. |
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V | VVictory, 13 | 13 | 14m | ||||
Climb R past 5 sidded block, exiting above L. |
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ML | MLMot Lot, 15 | 15 | |||||
Climb the crack through face, L around the green block, into V and back R finishing in chossy gully. |
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NB | NBNumber of the Beast, 18 | 18 | 14m | ||||
Climb up blocks that lead through to an ever steepening hand/finger crack. |
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Unnamed, 24 | 24 | 4 | |||||
Right of RTM. Start up trough blocky ground and climb past 3 more bolts up the face, cleaning the route before an ascent may help traction. |
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RTM | RTMRoom to Move, 18 | 18 | 14m | ||||
Squeeze chimney! |
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Pickpocket, 23 | 23 | 14m | |||||
Between RTM and E. Scramble up well protected blocky terrain before confronting the final face using a combination of edges, pockets and the obvious ramp.
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E | EEliminator, 17 | 17 | 14m | ||||
Steep start on jugs (no pro) leads to a slab/face. Then launch into the fantastic hand crack which eventually widens to an off-width finish. Take off a grade if you know how to jam! |
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Staying Power, 22 | 22 | 14m | |||||
Climb through bulge and into the finger crack in small L facing corner. Once you have dealt to the first crux, move over to RHS of the arête, finishing on the deceptively steep face (minimal gear on this face). |
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Pin Ball, 13 | 13 | 13m | |||||
Ascend the loose looking rock to the corner wih large crack. |
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Pin Ball-Rh Start, 14 | 14 | ||||||
The alternative RH start to PB |
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AA | AAAndy’s Arête, 15 | 15 | 12m | ||||
The arête that is climbed mainly on the RHS. |
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B | BBush, 12 | 12 | 11m | ||||
Climb through loose blocks, the ascend the off-width crack |
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What Goes Up, 11 | 11 | 10m | |||||
The double crack corner. |
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Eternal Legs, 17 | 17 | 10m | |||||
Climb the crack through the face, bridging is useful. |
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M | MMetamorphosis, 13 | 13 | 10m | ||||
The broken crack line. |
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HTR | HTRHot Tin Roof, 17 | 17 | 10m | ||||
Up the broken crack, then through the small roof. |
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MB | MBMagician’s Birthday, 14 | 14 | 10m | ||||
Up through short roof exiting via hand-crack. |
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H | HHonbun, 10 | 10 | 10m | ||||
Easy corner. |
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Z | ZZorro, 17 | 17 | 13m | ||||
The Z-cracked face. |
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WW | WWWee Wettle, 14 | 14 | 13m | ||||
The winding hand-crack. |
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HOF | HOFHouse on Fire, 15 | 15 | 13m | ||||
Up lichenous wall passing the to the L of the buge. Exiting on a jam-crack. |
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Toxic Shock, 18 | 18 | ||||||
Climb arête to roof, pull over the large jug, and the up the above face installing pro in HoF. |
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PV | PVPleasure Victim, 20 | 20 | 13m | ||||
Tenuous finger jams and delicate feet lead to a good rest. Then upwards into the bulging crack using a mixture of hand/fist jams and big moves. Quality moves on a quality line. |
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Unnamed, 18 | 18 | 3 | |||||
To the right of PV. Climb past three bolts and finish above with trad runners. |
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Space Oddity, 18 | 18 | 3 | |||||
To the right of PV. The bouldery start moves past 3 bolts, and onto the contrived ascent of the bulge and the above arête. |
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1SA | 1SAOne Sunday Afternoon, 15 | 15 | 13m | ||||
Use jam-crack, then LH facing corner above |
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RH | RHRabbit Hole, 14 | 14 | 12m | ||||
Follow ledges that lead to a corner with a hand-crack |
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KT | KTKnights Title, 13 | 13 | |||||
Move R-wards past large loose block, exiting on easy ground. |
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ML | MLThe Meaning of Life, 16 | 16 | |||||
A small face finishing in a RH facing crack. |
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LB | LBLead or Bleed, 10 | 10 | |||||
The corner L of IfW. |
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IFW | IFWIdeas for Walls, 8 | 8 | |||||
An easy angled corner. |
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W | WWailing Wall, 11 | 11 | |||||
A short loose wall, near the approach. |
Easy enough to identify the routes in real life, between the red painted initials at the bottom of some routes and route descriptions of others.
A lot of routes are quite dirty and could use a brush but quality lines with lots of good gear options (especially nuts).
Grading is quite variable ie a 10 and adjacent 17 felt the same difficulty ~14/15...but then a 17 around the corner felt ~20.
A number of routes actually have double staple/ring anchors but we found it good to take an extra rope and set up extended anchors from the trees at the top which serviced a few routes each. Worth a visit!