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Spur Road

Type
Altitude
120m

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.

Image
Walktime
10min
Aspect
South East
Lat/lon
POINT (171.154588 -44.360141)
Topo50
BZ19 527 866
Access

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.

Add Place Add Route

Routes

Reference Title Grade Length Pro Quality Operations
SA SAShags's Apprentice, 12 12
0

  • P1
  • 12
  • Trad

The corner with two large cracks.


FL FLFootloose, 10 10
0

  • P1
  • 10
  • Trad

Crack up LH side of roof.


FE FEFraser Eraser, 10 10
0

  • P1
  • 10
  • Trad

The crack up RHS of roof.


SO SOSoft Option, 18 18
0

  • P1
  • 18
  • Trad

Short arête.


DJ DJDragons Jaws, 13 13
0

  • P1
  • 13
  • Trad

Crank up centre of buttress.


YB YBYoung Blood, 18 18
0

  • P1
  • 18
  • Trad

Face route with large jug at top, finishing on DJ.


MM MMMacho Man, 17 17
0

  • P1
  • 17
  • Trad

Hand crack to roof, then move L, then up corner.


 Slippery When Wet, 12 12
0

  • P1
  • 12
  • Trad

Up short face, then finishing up your choice of two cracks.


 Garden of Eden, 13 13
0

  • P1
  • 13
  • Trad

Climb to hanging garden, finishing through mud.


ED EDEchos in the Dark, 18 18
0

  • P1
  • 18
  • Trad

Start on ledge, and follow short corner.


AS ASAirway Spies, 16 16
0

  • P1
  • 16
  • Trad

Jamcrack to L of FoI.


FoI FoIFlight of Icarus, 24 24
1.02

  • P1
  • 24
  • Trad

2m R of M. Climb through roof, reaching to the ledge. Mantle ledge, then up steep groove.


M MMedusa, 18 18
0

  • P1
  • 18
  • Trad

Through bulge, finnishing in hand-crack.


BD BDBrain Damage, 17 17
0

  • P1
  • 17
  • Trad

Steep, short corner.


 Diamond Dogs, 16 16
0

  • P1
  • 16
  • Trad

2m L of P. Wide crack.


P PPurgatory, 20 20
1.02

  • P1
  • 20
  • Trad

Through roof and climb wall and groove above.


WC WCWhose Climb, 12 12
0

  • P1
  • 12
  • Trad

2m R of P. Crack.


ST STSmale Trails, 15 15
0

  • P1
  • 15
  • Trad

Follow groove to ledge. Easy exit.


JD JDJuvenile Decay, 12 12
0

  • P1
  • 12
  • Trad

Dirty corner with fist-crack in it.


RRR RRRRevenge of the Rectum Ranger, 17 17
0

  • P1
  • 17
  • Trad

L of TiT. Large crack.


TiT TiTTerrestial in Torment, 21 21
1.02

  • P1
  • 21
  • Trad

The nose-like arête. Reach out onto the tip of the arête, carry out the crux, the up the easy ground.


 Sultans of Swing, 21 21 1
0

  • P1
  • 21
  • 1
  • Trad

2m of BA. Move L onto arête, then climb the crest.


BA BABlack Arts, 20 20
1.02

  • P1
  • 20
  • Trad

The flared finger crack. Short.


CB CBC Bix, 16 16
0

  • P1
  • 16
  • Trad

Ciimb crack to mantle (crux) ay top.


AAK AAKAlive & Kicking, 14 14
0

  • P1
  • 14
  • Trad

1m L of C. Slab/face route


C CThe Chills, 16 16
0

  • P1
  • 16
  • Trad

A steep off-width crack.


 Flesh for Fantasy, 20 20
1.02

  • P1
  • 20
  • Trad

Climb th wall, avoid the bulge on the LHS. Exit up finger crack.


PK PKPsycho Killer, 20 20
1.02

  • P1
  • 20
  • Trad

Climb onto ledge, then up through overhung jam-crack.


DR DRDeath Row, 19 19
0

  • P1
  • 19
  • Trad

Climb upwide crack, then jam through bulge.


TH THTemporary Heroes, 21 21
1.02

  • P1
  • 21
  • Trad

Climb up face and bulge, with finger crack above. The route ends on the ledge.


MM MMMagic Mushroom, 16 16
0

  • P1
  • 16
  • Trad

Start up the slab, then move into the short corner, exit out on the clay (crux).


 Ashes to Ashes, 17 17
0

  • P1
  • 17
  • Trad

Mantle & bridge up the short corner.


RG RGRubber Gumboot, 15 15
0

  • P1
  • 15
  • Trad

Up the corner and mantle. Carry out L-wards traverse across ledge the diagonally up the dirty ledges.


 Nightmare on Elm Street, 21 21
0

  • P1
  • 21
  • Trad

Climb to the large scoop, move over bulge and finish on the above face.


DTE DTEDelete the Elite, 23 23
0

  • P1
  • 23
  • Trad

The steep flared groove, exiting on above face.


SR SRSorry Rob, 16 16
0

  • P1
  • 16
  • Trad

Jam up corner.


 Moon Rocks, 13 13
0

  • P1
  • 13
  • Trad

2m L of CT. Indistinct line that trends R.


 Come Together, 15 15
0

  • P1
  • 15
  • Trad

Corner with easy angle, passing large block on R.


 Solid Rock, 18 18
0

  • P1
  • 18
  • Trad

Climb through short roof, the move up to exit on arête.


GN GNGnome’s Nightmare, 21 21 13m 1
1.02

  • P1
  • 21
  • 13m
  • 1
  • Trad

Climb short face with 1B, mantle onto ledge exiting via steep jamming.


LA LALiving After, 18 18 13m
1.02

  • P1
  • 18
  • 13m
  • Trad

Climb finger crack, move R then climb hand-crack.


 Manhole, 20 20
0

  • P1
  • 20
  • Trad

Trough small roof.


 Mince Gully, 17 17
0

  • P1
  • 17
  • Trad

A sustained route up a chossy groove.


TOD TODTop or Drop, 18 18 13m
0

  • P1
  • 18
  • 13m
  • Trad

A hand/finger crack, then onto the crux mantle to top-out.


GB GBGhostbuster, 18 18 13m
0

  • P1
  • 18
  • 13m
  • Trad

Up the corner to the jugs under the lip, move L then exit upwards.


LJ LJLion of Judah, 16 16 13m
1.02

  • P1
  • 16
  • 13m
  • Trad

Obvious corner.


T TTeardrops, 15 15 13m
0

  • P1
  • 15
  • 13m
  • Trad

Climb ramp up and R to link with prominent crack. Direct variant 17.


R RRevolution, 14 14
0

  • P1
  • 14
  • Trad

Climb face to ledge, move L and up fist-crack.


GF GFGreen Fingers, 15 15
0

  • P1
  • 15
  • Trad

Sustained corner.


 Yum Yum, 14 14
0

  • P1
  • 14
  • Trad

FNF FNFFame Not Fortune, 17 17 13m
0

  • P1
  • 17
  • 13m
  • Trad

The large crack on RHS of the arête. Start direct or from CR.


CR CRCavalry Road, 17 17 13m
1.02

  • P1
  • 17
  • 13m
  • Trad

Use small cracks to gain ledge (crux), then up big L facing corner. Difficult to protect the crux.


CRD CRDCavalry Road Direct, 19 19
0

  • P1
  • 19
  • Trad

Direct start to CR.


TD TDTwo Drops, 18 18
2.01

  • P1
  • 18
  • Trad

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.


B BBabyskins, 16 16
0

  • P1
  • 16
  • Trad

Move past green bulge on L, then up flake and corner.


CC CCConfidence Crisis, 13 13
0

  • P1
  • 13
  • Trad

Crank up through large blocks and jams.


WT WTWandering Jew, 22 22
0

  • P1
  • 22
  • Trad

The steep RH facing corner and slab, with hand-crack exit.


SS SSShanks Sandbag, 17 17 14m
2.01

  • P1
  • 17
  • 14m
  • Trad

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.


A AAsylum, 14 14
0

  • P1
  • 14
  • Trad

A loose groove line.


SR SRStoneage Romeo, 15 15 14m
0

  • P1
  • 15
  • 14m
  • Trad

A long corner. Loose at the top


T2OU T2OUThe Two of Us, 16 16 14m
1.02

  • P1
  • 16
  • 14m
  • Trad

Start in the clean hand crack. The crux is the obvious big move to get up and into the R facing corner.


V VVictory, 13 13 14m
0

  • P1
  • 13
  • 14m
  • Trad

Climb R past 5 sidded block, exiting above L.


ML MLMot Lot, 15 15
0

  • P1
  • 15
  • Trad

Climb the crack through face, L around the green block, into V and back R finishing in chossy gully.


NB NBNumber of the Beast, 18 18 14m
2.01

  • P1
  • 18
  • 14m
  • Trad

Climb up blocks that lead through to an ever steepening hand/finger crack.


 Unnamed, 24 24 4
0

  • P1
  • 24
  • 4
  • Trad

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.


RTM RTMRoom to Move, 18 18 14m
1.02

  • P1
  • 18
  • 14m
  • Trad

Squeeze chimney!


 Pickpocket, 23 23 14m
1.02

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.


  • P1
  • 23
  • 14m
  • Trad

E EEliminator, 17 17 14m
2.01

  • P1
  • 17
  • 14m
  • Trad

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!


 Staying Power, 22 22 14m
2.01

  • P1
  • 22
  • 14m
  • Trad

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).


 Pin Ball, 13 13 13m
0

  • P1
  • 13
  • 13m
  • Trad

Ascend the loose looking rock to the corner wih large crack.


 Pin Ball-Rh Start, 14 14
0

  • P1
  • 14
  • Trad

The alternative RH start to PB


AA AAAndy’s Arête, 15 15 12m
0

  • P1
  • 15
  • 12m
  • Trad

The arête that is climbed mainly on the RHS.


B BBush, 12 12 11m
0

  • P1
  • 12
  • 11m
  • Trad

Climb through loose blocks, the ascend the off-width crack


 What Goes Up, 11 11 10m
0

  • P1
  • 11
  • 10m
  • Trad

The double crack corner.


 Eternal Legs, 17 17 10m
0

  • P1
  • 17
  • 10m
  • Trad

Climb the crack through the face, bridging is useful.


M MMetamorphosis, 13 13 10m
0

  • P1
  • 13
  • 10m
  • Trad

The broken crack line.


HTR HTRHot Tin Roof, 17 17 10m
0

  • P1
  • 17
  • 10m
  • Trad

Up the broken crack, then through the small roof.


MB MBMagician’s Birthday, 14 14 10m
0

  • P1
  • 14
  • 10m
  • Trad

Up through short roof exiting via hand-crack.


H HHonbun, 10 10 10m
0

  • P1
  • 10
  • 10m
  • Trad

Easy corner.


Z ZZorro, 17 17 13m
1.02

  • P1
  • 17
  • 13m
  • Trad

The Z-cracked face.


WW WWWee Wettle, 14 14 13m
0

  • P1
  • 14
  • 13m
  • Trad

The winding hand-crack.


HOF HOFHouse on Fire, 15 15 13m
1.02

  • P1
  • 15
  • 13m
  • Trad

Up lichenous wall passing the to the L of the buge. Exiting on a jam-crack.


 Toxic Shock, 18 18
0

  • P1
  • 18
  • Trad

Climb arête to roof, pull over the large jug, and the up the above face installing pro in HoF.


PV PVPleasure Victim, 20 20 13m
2.01

  • P1
  • 20
  • 13m
  • Trad

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.


 Unnamed, 18 18 3
0

  • P1
  • 18
  • Trad

To the right of PV. Climb past three bolts and finish above with trad runners.


 Space Oddity, 18 18 3
0

  • P1
  • 18
  • 3
  • Trad

To the right of PV. The bouldery start moves past 3 bolts, and onto the contrived ascent of the bulge and the above arête.


1SA 1SAOne Sunday Afternoon, 15 15 13m
1.02

  • P1
  • 15
  • 13m
  • Trad

Use jam-crack, then LH facing corner above


RH RHRabbit Hole, 14 14 12m
0

  • P1
  • 14
  • 12m
  • Trad

Follow ledges that lead to a corner with a hand-crack


KT KTKnights Title, 13 13
0

  • P1
  • 13
  • Trad

Move R-wards past large loose block, exiting on easy ground.


ML MLThe Meaning of Life, 16 16
0

  • P1
  • 16
  • Trad

A small face finishing in a RH facing crack.


LB LBLead or Bleed, 10 10
0

  • P1
  • 10
  • Trad

The corner L of IfW.


IFW IFWIdeas for Walls, 8 8
0

  • P1
  • 8
  • Trad

An easy angled corner.


W WWailing Wall, 11 11
0

  • P1
  • 11
  • Trad

A short loose wall, near the approach.


Images

Comments
tom-p

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!

Mon, 24/04/2023 - 09:50 Permalink
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UUID
 
4678d98c-2ce4-4c57-b854-b2fff2586b4d