Uncrowded Gunks Classics
If you're going to spend a popular weekend at the Gunks, here's some
advice: there are lots of good routes to do that don't have
stars in the guidebooks. Here's a list of routes that are
usually as good as the classics and you won't have to wait in line
for. I stopped at 5.9 since a) there's no waiting on the classic
5.10's and b) I haven't started to do obscure 5.10's yet. I didn't
include Skytop or Millbrook in this list. Having the Williams guide
is almost essential if you want to do obscure routes - the Swain
pictures are a bit hard to follow. The Gunks Select guidebook is a
good way to go since it has all the routes in the pictures. Pretty
much any route described in the text of this book is worth doing.
Little White Mushroom (5.3)
This route at the far end of the Near Trapps is cleaner than many in the
area and avoids the large, slightly loose overhanging section common to
other routes around it. The descent to the left is relatively short
and easy. There is some loose rock near the top so be careful with
beginners. Start at the appealing finger crack instead of the line
shown in the book.
Tipsy Trees (5.3)
Next to the popular Minty, this route gets much less traffic although it
features the same steep jugs.
Willies Weep (5.3)
Just past Madame G's, this route offers a slightly grungy start but
the upper wall is similar to Northern Pillar. A better start is Twin
Oaks, although that's usually crowded.
48 (5.3)
Some climbs look good but suck. Some climbs look like they suck but
don't. This is one the latter. A fine outing for the beginning
climber. Just past the Yellow Wall lies what appears to be a hideous,
wet, vegitated corner. The first pitch is a nice suprise - clean
white rock on the buttress just right of the ugly chimney. Easy
climbing leads to a nice belay ledge. The second pitch
looks nasty but the climbing is quite fun - a ladder of good holds on
the left wall allows you to avoid ever entering the dank chimney. A
classic gunks pitch - steep but easy. A little vegitated in the last
20 feet but not enough to ruin the climb. You could add a qualty 3rd
pitch by traversing left to the 5.5 pitch above the GT on Lisa (I
think - check a guidebook).
Casa Emilio (5.4)
One of the better 5.4's in the Gunks, a long approach and
undistinguished first pitch keep the crowds away. An easy descent
down Rogers Escape Hatch. Approach on the right side of the buttress
at the base.
Yum Yum Yab Yum (5.4+)
As this route gets cleaned up, it will be recognized as a classic
comparable to Gelsa or Three Pines. It's just beyond the
popular part of the Near Trapps. A lot of climbing on this one.
Red Pillar (5.5)
The left edge of the Arrow wall has an outstanding easy climb. An
unremarkable approach pitch leads to a vertical jug pull and a corner
topped by an overhang.
High Corner (5.5)
Just right of Shockley's, this has a good pitch of steep face and
a spectacular dihedral. The exit from the dihedral is a bit hard to
protect - be careful.
Blueberry Ledges (5.5)
Just left of Beginners Delight, this route is much better than it
looks from the ground. The crux is on clean, solid rock but the
protection is sparse just after you pull the crux. Finish in
the dihedral just left of the top pitch of Beginners Delight (for
unknown reasons Williams puts this excellent pitch of 5.3 climbing on
an obscure 5.10 route!).
Scuttlebutt
A good pitch of 5.5 just left of Eastertime Too. I haven't done the
upper pitches but nobody else has either. Rap anchor at the top - a
single rope gets you down. A good way to set TR anchors on the other
routes in the area.
Funny Face (5.5)
At the right end of the Guide's Wall, this route is similar to Willies
Weep. A little dirtier and looser than others to the left, it still
has quality climbing.
Roman's Climb Next to Keystone Kop (5.5)
This has a rather poor (tree filled) first pitch but an excellent
second pitch through the big overhangs atop this part of the wall.
The rock is better than it looks and the pro is good pulling through
the hang. A better start is Aftermath P1.
Aftermath (5.5)
A clean line that avoids most of the lichen and loose rock in this
area. Climb an easy crack just right of a nose to trees (you can walk
up on the right on Roman's Climb next to KK). Step left onto a clean
slab. The pro is a bit thin but if you're creative (aliens help) you
can climb up on the left side at about 5.4 with OK pro. The overhang
above the belay tree is well protected but I traversed left about 10 -
15 feet to avoid a vegitated section. Finish just right of the huge
"diving board" at the top. Just a little loose at the very top.
50-50 (5.5+)
This is just past High Exposure. Although this route is pretty much
over after the first 40 feet, the crux is nice. A 50 meter rope just
barely suffices to rap from the top of the first pitch. I haven't
done the top pitch.
Moondance (5.6-)
Not as good as Sundance - a little more lichen but still worthwhile.
Sundance (5.6)
This route is near the end of the Trapps and features steep face
climbing on good rock.
Moonlight (5.6)
Although a bit more crowded than others on this list, this is one of
the best 5.6 routes in the gunks. The crux is more frightening than
High Exposure. Not that runout, but the pro is 5 or 6 feet away as
you make the desparately exposed crux move. Start the first pitch on
the slab to the right of the corner system, joining the corner at the
trees.
Wrist (5.6)
This route has a spectacular and somewhat frightening overhang on the
second pitch. Start on Arch to get an extra crux.
Trigger Point (5.6)
All the way to the end of the Trapps - go up from the S turn to
approach this one. Short but fun, fun, fun. Steep jug pulling on
good rock. There's a rap station 50' up. A little hard to protect at
the crux.
Lonely Challenge (5.6)
Although there is a bit of dirty, loose rock in the middle, the top
and bottom of this climb are excellent. It lies just past the popular
part of the Near Trapps.
Loose Goose (5.6)
A high quality route just past Up Yours. I found the cruxes a little
harder than the 5.5 guidebook rating but they are short and well
protected. Loose rock isn't much of a problem although there is a
little in the middle of the route; the cruxes are all clean and
solid. Lots of good climbing. Finish with the last pitch of Up Yours /
Horney for a more direct line and better climbing.
Eyesore (5.6)
On the wall between Yale and Harvard is this short but fun and
leadable wall. Often unoccupied.
In the Groove (5.6)
Just past Bonnies Roof, this climb has a sometimes wet start but a
good crux in a steep dihedral with good protection.
Son of a Bitchy Virgin (5.6)
Not as runout as it once was, this route protects with small cams and/or tricams on
good rock. Better than Bitchy Virgin. There's a rap station
at the top.
Contradance (5.6)
Although somewhat short and contrived, the rock is outstanding and the
moves are fun. Commonly approached by going down Rogers Escape Hatch.
Ken's Blind Hole (5.6)
Just past CCK. A pleasant, slabby first pitch and an exciting second
pitch. Start the second pitch below a very old bent piton sticking
out of a corner about 15 feet over the GT ledge. A much better pin
protects the crux.
The Last Shall Be First (5.6)
Just before high Exposure. An excellent first pitch (a bit of loose
rock at the top) and a nice overhang on the second. This seems to be
getting cleaner as it gets more traffic. The pro is just a little
sparse in spots.
Pony Express (5.6)
This is a bit of a novelty route, although the climbing is quite good.
You have
to have both Horseman and Apoplexy free to keep from crossing ropes
with other parties. Everyone will tell you you're lost as you climb
this one.
Bloody Bush (5.6)
Don't let the unappealing name keep you away. Located just right of
Rusty Trifle, this route looks unpromising from the ground but is
really quite good. Well protected but with an occasional loose hold -
be careful. Both pitches are good.
Snowpatch (5.6)
Three very good cruxes with OK climbing in between. Don't let the
unappealing look of the first pitch fool you - the climbing is OK.
All three cruxes seemed a bit harder than the 5.5 rating in the
guidebook. The final bit traversing around the roof is definitely
interesting. Just a little bit of loose / lichened rock.
Sleepwalk (5.7-)
Just left of Ant's Line, this starts with steep jug-pulling and
continues up a classic outside corner to the Ant's Line anchors.
After You (5.7-)
Just right of Yum Yum Yab Yum. It has a bit of dirt and loose rock (as do
all routes around here) but cruxes are solid and well protected. Good
slab climbing near the bottom; a wild overhang on the last pitch.
Te Dum (5.7)
This route is just as good as many in the Near Trapps but doesn't get
much traffic.
Shit Creek (5.7)
In spite of the unappealing name, this is a high quality route. It
lies just past the Spring at the far end of the Trapps. There
is a little bit of loose rock on the second pitch.
The Nose (5.7)
Also over near the Spring, this unusual route features a traverse
above the lip of a large overhang.
Calisthenic (5.7)
Depending on how tall you are, this route may start with a wild leap
to a bucket.
L. P. (5.7)
A good 5.7 slab pitch in the far Nears. I haven't tried the final pitch.
Keystone Kop (5.7)
Another good slab in the far Nears. The pro is a bit sparse on the
slab. The final overhang is loose in spots but has decent pro.
Madame G's Sorrow (5.7+)
Also called "Mr. P's" by Swain. Just as good as Madame G's except
there's no fixed gear and the start is grungy. Bring lots of cams.
Silhouette (5.7+)
A bit past Arrow, this is one of the best 5.7 routes in the Gunks.
Watch for rope drag! Finish on Traverse of the Clods for maximum
excitement.
Tequila Mockingbird (5.8-)
A lot of good climbing on this one. Now that the bolt has been
replaced, the crux is well protected. This climb features a small
roof, a delicate crux, and good steep jug pulling on the upper part.
The best line is to start TM but go to the bolt on Dry Martini at the
crux. You can also add some extra good climbing by starting the
second pitch of TM instead of getting to the bolt the easy way. If
there's a 5.6 way to pull the bulge to the right of the bolt (as
Williams indicates) I haven't found it. I
haven't done the very top part of TM - everyone usually finishes
straight up on DM. These two routes are really hard to separate!
Up Yours (5.8-)
A clean route in a rather dirty area of the Near Trapps. Rap from the
tree.
Penal Colony (5.8-)
An entertaining way to bag Dick's Prick (way at the end of the
Trapps). A bit tough to protect.
Diana (5.8-)
Good climbing right of CCK. I haven't done the first pitch but the
part above the GT is good. Loose rock on the easy bits. Somewhat
tricky to protect in places but good cruxes.
Traverse of the Clods (5.8)
An amazing route that weaves through huge overhangs near Twilight
Zone. A little bit hard to protect but not that bad. Approach
from Hans Puss to get lots of good traversing.
Outer Space (5.8)
A very overhanging 5.8 with a delicate crux. Right by the road and
often vacant.
Farewell to Arms (5.8)
A classic route just left of Birdland that usually isn't crowded.
Lots of good moves - almost as nice as Birdland.
Annie Oh! (5.8)
The top pitch is quite good - just as nice as Limelight or Three
Doves. The first pitch is rather unprotected (although this isn't
mentioned in the guidebooks!) - start on Three Doves or Limelight to
avoid some R rated climbing.
Far from the Madding Crowd (5.8)
Good slab climbing in the far Near Trapps with somewhat sparse
protection. Rap from the trees.
Shit or Go Blind (5.8)
A cute but short jug haul near the Uberfall.
Sundown (5.8)
This route is just as good as Frog's Head, which is just to the left.
The pro is a little sparse but after the initial crack this follows a
separate line.
Dry Heaves(5.8)
A pretty stiff 5.8 - lots of climbing packed into a 1/2 pitch route.
The crux is the undercling about 15' off the ground.
Jim's Gem (5.8)
The first pitch is useless - start on Modern Times or Last
Shall be First instead. A short
but sweet overhang just left of High Exposure. Something to do if
parties are stacked up on the GT ledge.
Twisted Sister (5.8)
An unlikely looking route between Baby and Easy Overhang. A great
crux but the route merges with its neighbors after the first 40 or 50
feet. The second pitch isn't worth it.
Blistered Toe (5.8)
A nice crack climb just past the Spring. I haven't done the second
pitch yet.
Bold-ville (5.8)
Good crack / undercling / slab climbing just left of the Spring. The
second pitch has a nice overhang. Classic.
Erect Direction (Pitch 1) (5.8)
A steep crack, similar to Double Crack. Finish on Moonlight for extra
excitement.
Lean and Mean (5.8)
Tucked away in the farthest reaches of the Near Trapps, the first
pitch is mundane but the second is a wild, overhanging corner.
Glypnod
Less travelled than surrounding climbs but still worthy. The pro is
fine and the last pitch has a very good overhang on it.
Almost Pure and Simple (5.8)
It's short but the climbing is good. Nice crack climbing - a little
unusual for the Gunks. Not worth the walk by itself, but there are a
lot of nice climbs in the area.
Bloody Mary (5.8)
Just right of Drunkard's Delight, this climb doesn't get nearly as
much traffic. As with Drunkard's, the crux is low and a bit hard to
get the pro in (small wires or cams). The roof is almost as good as
Drunkards too - certainly more frightening to lead!
The Blackout (5.8+)
This route is just right of Betty. The "R" rating in the guidebook
scares most people away but the pro isn't that bad. The last pitch
features an exciting overhang protected by a (new) bolt. The scariest
part is doing the clip.
Gory Thumb (5.8+)
While the first pitch is usually as high as anyone goes on this route,
the upper pitches are good too. The crux is well protected by small
wires. The bolt on the second pitch is very old but there is a fixed
pin a few feet higher to back it up and other pro can be found. The
rock on the upper pitches is generally solid and clean in spite of
minimal traffic. Finish with the 5.7 overhang variation to V3, about
20 feet right on the GT ledge to yield 4 quality pitches.
Moxie (5.8+)
This is a bit right of White Pillar in the nears. Although a short
pitch, this climb has more 5.8 than many routes that go all the way to
the top. Start straight up a slab beneath the hanging corner if you
don't mind a tough boulder problem right off the ground. Bring some
small cams / lowe balls to protect the crux.
Higher Stannard (5.9-)
Between Something Interesting and M.F., this route doesn't seem to
attract as many climbers as those on either side. The pro is all
there.
No Glow (5.9-)
The first pitch is worthless - consider Three Vultures or CCK. The
crux is well protected; a long reach at an overhang.
I'm OK - You're OK (5.9-)
The first pitch is great and takes pro. The second is probably 5.9+ R
(we toproped it after backing off) but you can avoid it either left or
right.
Land's End (5.9-)
Better pro than it looks from the ground but still scary to lead.
There's no real crux - just 40 or 50 feet of steep, continuous
climbing with few good rests.
Insuhlation (5.9)
Just past High Exposure, the good parts of this route are almost
invisible from the ground. The crux is slightly overhanging face with
good (but somewhat widely spaced) pro.
Friends and Lovers (5.9)
Next to Snooky's Return, this climb is often top-roped but is quite
leadable. The pro is just below your feet at the delicate crux but is
otherwise fine. I haven't done the upper pitches on this yet.
Fat City (Pitch 1) (5.9)
Do a quality pitch of 5.9 and then wimp out when faced with the 5.10R
part!
Three Vultures (5.9)
The crux is a boulder problem at the ground. The second pitch has an
exciting hand traverse over the void. A big cam helps protect the
traverse but isn't absolutely necessary.
Proctoscope (5.9+)
A tough one to lead - bring small wires and prepare to run it out a
little at the crux. Just left of Andrew. Now featuring an additional
fixed pin; not nearly as committing as it used to be.
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