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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
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<title>1623/40 - CUCC finds</title>
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<link rel="stylesheet" type="text/css" href="../../css/main2.css" />
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<body>
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<center><table BORDER=0 WIDTH="100%" >
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<tr>
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<th align=left><font size=+2>40 a - s</font></th>
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<th align=CENTER><font size=+2 lang="de-at">Schwarzmooskogel Eishöhle</font></th>
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<th align=right><font size=+2>3/S/T/E x</font></th>
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</tr>
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</table></center>
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<p>As CUCC has not been responsible for the majority of the exploration in Eishöhle, the majority of the information concerning it is stored <a href="../../noinfo/smkridge/40.htm">elsewhere</a>.</p>
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<h2><a name="elefant" lang="de"></a>Elefantengang</h2>
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<p>This passage leads to the 'old cave' via some difficult sections of
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steep ice.</p>
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<p>The pitch drops down into large passage blocked by the ice wall behind.
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There is a crawl on the right that doesn't go. The main passage leads 80m
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SW to a wider area with several ways off. On the left 40m along here a
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narrow rift can be entered. It can be climbed both up and down but both
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directions are blocked. About 20m beyond this on the right, a narrow passage
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[<a href="qm.htm#C199940-14" name="qC199940-14">C1999-40-14</a> A] is the
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start of <span lang="de">Wahnsinnsschächte,</span> a pitch series
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ending at the 50m <span lang="de">Stern der Nacht,</span> finishing at
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about -200m. This is inferred from incomplete survey data from
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<span lang="de">Lindenmayr/Lorenz.</span>
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<p>At the wider section the obvious route crosses ice (more nasty blue
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polyprop rope). In this area is evidence that the ice levels were much
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higher in 1938 as the initials 'CZ' are drawn on the wall about 2.5m above
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the ice. There are two small crawls on the left - which may be 'C' QMs;
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and one passage high up in the left wall which connects back to
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<span lang="de">Elefantengang</span> after about 8m.
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<p>The main way on is a (6m) climb up steep ice to the left. At the top is
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a steep ramp up to the right
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[<a href="qm.htm#A199940-11" name="qA199940-11">A1999-40-11</a> C].
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Easy passage leads 40m to a 4-way junction, where there is an inscription
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left by the 1938 cavers, little realising they were about 8m from the
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surface! Left is the new (1999) <span lang="de">Grüner</span>
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entrance, dug out by ARGE when they smelled the stars. Ahead right chokes
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quickly, although there is a small connection to the main way on. Right is
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the way on to the 'old cave'. First you cross a small crushed-ice pool, which
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is very weird. A small hole links through to the previous bit of passage and
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there is a narrow slow in the ice which sounds at least 15m deep. This bit of
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cave is incredibly cold and windy. A small chimney on the left is too tight.
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After 50m a 4m drop into large passage is reached. It is not free-climbable.
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A Spit was placed here in 2000 for the descent.
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<p>Below the ice climb out of <span lang="de">Elefantengang</span> the
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passage continues (with smaller dimensions) past a hole in the floor to the
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right [<a href="qm.htm#C199940-12" name="qC199940-12">C1999-40-12</a> C]
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to where a strong draught blows up but the way is blocked by ice too
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poor to climb
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[<a href="qm.htm#C199940-13" name="qC199940-13">C1999-40-13</a> C].
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It seems likely that the slot connects to the main route above but
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the connection may be too tight.
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<h2><a name="express"></a>Express Finish (2000)</h2>
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<p>The route follows the wall round in a narrow gap between wall and ice,
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then through a few boulders into a large space at least 20m high, Express
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Finish. It is the bottom of a deep canyon, partly infilled by rocks and
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ice from the south. The upper wall is steep ice, presumably from
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<span lang="de">Schneevulkanhalle</span>
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above, but perhaps there is passage up there? The ice is about 60-70 degrees
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and thus could be climbed, but it's a long way off the floor! The floor
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consists of boulders and descends steeply to the towards the large (in
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May) waterfall at the end. A 3m climb at the bottom reaches the foot of
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the waterfall. Progress can be made beyond the canyon at various levels.
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All of this seems to be scrotting about in the gaps between the ice and
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boulders against the solid northern wall. No ways on were found in a thorough
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search. What follows is detail of what was found.
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<p>At the top, next to the ice you can climb up and round for about
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15m until the ice closes down against the wall.
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<p>There are two holes at the foot of the north wall of the canyon,
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the upper one pleasant, the smaller rather scrotty. These lead to two large
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levelish spaces, connected by a 2m icy climb (down only!). You can climb
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up from the top level to the left, and down from the bottom to the left
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(all choked). At the left end of the lower level is a far too tight blowing
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hole and a marginally desperate tight canyon, just too small even for Wook
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(due to a corner - you can physically get in the first metre or so). This
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has a draught - it's smallness is frustrating! To the right of this a climb
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down leads to a small (0.8m) icy canyon. After two 2m downclimbs in succession
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it closes down. At the right hand end of this level you can climb up back
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to the huge canyon via the scrotty hole, or down into more interstices.
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The water from the waterfall can be heard through the wall here. There
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seems to be a draught but after climbing down about 10m through the choke
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against the wall it is lost.
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<h2><a name="phell"></a>Plastic Hell and Cardboard Heaven (CUCC, 1998)</h2>
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<p>Descending the roped ice slope leads to a small chamber and a high rift
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leads off. A 5m mixed ice/rock pitch (10m rope) descends to a narrow slot.
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Leave your crampons here. Sliding through the slot you reach a wider bit,
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which is a respite before Plastic Hell. This is a tight 3m rift section,
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very difficult to negotiate for tall people in plastic boots (hence the
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name). A very strong draught blows through this whole section. 5m beyond
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this a 9m pitch. The bottom is a dead-end rift. You need to swing over
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a rock bridge half-way down to reach the way on.
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<p>This is a comfortable passage going off left and right. To the right
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chokes in sand after 15m. There is a visible connection to the bottom of
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the dead-end rift low on the right. To the left the passage ascends gently
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for 20m to come out in large trunk passage, extending ahead (east) and
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to the left (north). This is Cardboard Heaven.
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<p>Ahead in Cardboard Heaven leads up over and around huge boulders past a 3m
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aven hidden in an undercut to the left. The passage at ground level gets much
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smaller (2m high instead of 8m) and then chokes at a conglomerate run-in. A
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continuation of the main passage can be seen 5m up the end wall where it
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changes size
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[<a href="qm.htm#C199840-01" name="qC199840-01">C1998-40-01</a> A].
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There is also an eyehole about 3m up the wall on the right
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[<a href="qm.htm#C199840-02" name="qC199840-02">C1998-40-02</a> B].
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A narrow rift in the floor on the right hand side chokes.
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<p>Going left in Cardboard Heaven leads after 10m to the start of a
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dodgy traverse in 'keyhole' passage on a very large scale. Bolts are rigged
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to make it safe. Going down here is
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[<a href="qm.htm#C199840-03" name="qC199840-03">C1998-40-03</a> A].
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Rounding the corner reaches another large hole, which is passed by
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a protected traverse on slabs to the right
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[<a href="qm.htm#C199840-04" name="qC199840-04">C1998-40-04</a> A].
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These two QMs may well connect below. A ledge along the right hand
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wall reaches solid ground. It's not clear if the passage is choked here
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or just kinks and has a lot of sand on the floor. Ducking under the left
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hand wall reaches the top of a pitch. A continuation
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[<a href="qm.htm#C199840-05" name="qC199840-05">C1998-40-05</a> B]
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can be seen 8m across the other side, but the traverse looks difficult.
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<p>Descending here is a 30m split pitch of 15m and 15m. The rift at
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the bottom is too tight, and the draught seems to have gone.
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<h2><a name="pov"></a>Persistence of Vision (CUCC, 1999)</h2>
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<p><a href="l/povice.htm"><img src="t/povice.jpg" ALT="Entrance rift photo - 52k" hspace=10 vspace=10 height=306 width=200 align=left></a>
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An interesting series off <span lang="de">Schneevulkanhalle,</span> with some
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tortuous small passage of a highly 'Mendip' nature, including tight bends,
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squeezes, ridiculous climbs, insane bolt traverses, and bizarre hading
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rift. This connects a selection of rifts and pitches which are largely
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blocked at the bottom. The passages trend steeply up between the pitches.
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There is an awful lot of 'varied caving' in the 400m of passage found so
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far. The end (bottom of Eiscream) is the point closest to
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<span lang="de">Kaninchenhöhle</span>
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(<a href="../161/chile.htm#breezeb">Breeze block</a> area of Chile) which
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makes it a very interesting spot.
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<p><a href="fullsize/povelv.png"><img src="inline/povelv.png" ALT="Persistence of
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Vision extendedelevation - 18k" height=520 width=555></a>
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<p><a href="l/devalt.htm"><img src="t/devalt.jpg" ALT="Photo - 60k" hspace=10
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vspace=10 height=200 width=133 align=right></a>
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About 10m up the left edge of the funnel-shaped rubble/ice slope at the
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western edge of SVH is a narrow rift. (You can leave your crampons at the
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foot of the rubble slope). A stiff breeze emerges from this passage, Deviant
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Alternative (Named as we found it avoiding the ice-climb QMs a few metres
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further round the wall in SVH). It goes downhill for a few metres before
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reaching a very narrow and rather awkward 180 degree bend, leading to another
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7m of unhelpfully small wiggly passage. At least the wind stops you
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overheating :-).
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<p><a href="l/pov1.htm"><img src="t/pov1.jpg" ALT="Photo - 53k" hspace=10
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vspace=10 height=193 width=130 align=left></a>
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At the end there is a hole in the floor, which is made awkward by the
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chockstone in the middle of it. The way on to <a href="#upup">Up, up and
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away</a> is the narrow, steeply ascending passage on the right.
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<h3><a name="delayt"></a>Delaying tactics (CUCC, 1999)</h3>
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<p>Climbing 3m down the hole reaches a pair of windows into a large, wide
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rift and the sound of water. Most of the draught comes from here. A 15m
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pitch (dubious thread by chockstone above and bolt right hand wall), lands
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on large boulders in the bottom of the rift. From the top of the pitch
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a passage can be seen on the far side of the rift - it would be very hard
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to get to
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[<a href="qm.htm#C199940-01" name="qC199940-01">C1999-40-01</a> C].
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From the foot of the pitch you can climb up or down the rift. Up is
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a c4 round a protruding boulder to the foot of a small waterfall and pool
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which soaks away into the rubble floor. Down is a c6 to the top of another
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15m pitch (Bolt high on left hand wall, knotted sling deviation from right
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hand wall at -1m). This is classic descending stream rift.
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<p>There is a traverse level halfway down the pitch, and it is possible,
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with much scrabbling, to climb round a corner into a narrow section (on
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rope) where more dodgy traversing (sling belay here) and a climb up then
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down gets to a 'chamber' where you can stand and tie off the rope. This
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seems to be where the draught goes. Several small passages go off here.
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In the SW corner a steeply ascending tube goes about 8m (over an awkward
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rock) to look back out into the rift opposite the pitch head. Another even
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smaller passage (take off SRT gear) ascends the bedding 3m to a point where
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the draught comes in from a desperately tight steep slot on the left and
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it gets too tight above. I'm not even going to give it a QM, although it
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may be humanly possible!
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<p>In the other end of the chamber (NE) there are two possible climbs
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into roof tubes. The furthest one ascends about 5m to a 'space' but is
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blocked by large rocks. A second (even more obscure, and harder to climb
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into) tube ascends nearby to reach the same space. Both tubes have a strong
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draught going in. Beyond is another rift, more or less parallel to Delaying
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Tactics, and climbing up in it reaches a point where you can look down
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10m to the pitch head bolt. The wind here suggests more passage, but we've
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tried ridiculously hard to find it...it may just lead to interstices in
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the floor of SVH (it must be quite close).
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<p>At the bottom of the 15m pitch is flat rocky floor for 10m widening
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out to 3m wide (still draughting strongly). Then a c4 down and rocky slope
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leads into the end chamber (6 x 3 x 7m high). There is no draught here
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and no ways on.
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<h3><a name="upup"></a>Up, up ... (CUCC, 1999)</h3>
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<p><a href="l/upup1.htm"><img src="t/upup1.jpg" ALT="Photo - 63k" hspace=10
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vspace=10 height=200 width=307 align=left></a>
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Ascending the steep, rifty passage for 4m leads to a squeeze over a boulder
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into a spacious chamber. At the left hand edge is access back into the top of
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the Delaying Tactics rift. Ahead an exposed 5m climb gets back into narrow
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rift. The way on is a very exposed 5m climb straight up, although you can
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also traverse forward to the end of the rift, just above the farthest point
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that can be reached from below. These two climbs are now bypassed by an 11m
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pitch (<a href="../../fixaid.htm#upup">left rigged,</a> in 1999) up the
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sloping right hand wall of the chamber to a window.
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<h3>... and away</h3>
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<p><a href="l/upup2.htm"><img src="t/upup2.jpg" ALT="Photo - 109k" hspace=10
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vspace=10 height=245 width=160 align=right></a>
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At the top a lined 2m climb leads to a passage, And away. The main Delaying
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Tactics rift also continues ahead for about 12m (including a bad step)
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to a wet vertical choke where the water seen below comes in. 'And away'
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is a narrow ascending walking passage with a very strong outward draught.
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It emerges after about 40m on a rock bridge between two sizeable pitches.
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<h3><a name="radio3"></a>Radio 3 (CUCC, 1999)</h3>
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<p>Both pitches from the bridge reach the same place. Only the right hand one
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has been descended (backup bolt at start of Hooked on Classics traverse;
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pitch head left hand wall; crap deviation -6m). A couple of metres below the
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deviation a rift enters which leads to the foot of the pitch above which
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Hooked on Classics traverses. At the foot of the 24m pitch is a wide (4m)
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rift. 11m along is a hole in the floor, which can be descended by a difficult
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4m climb, or traversed round on the right to continuing rift. Climbing up to
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the left is where the pitch the other side of the bridge above comes in. At
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the bottom of the hole, going back SW is a tiny draughting hole
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[<a href="qm.htm#C199940-02" name="qC199940-02">C1999-40-02</a> C].
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Correctly thrown rocks rattle a long way down behind it. Fifteen minutes
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of hammering didn't make it big enough - Hilti caps are needed. On the
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other side of the hole the continuing rift can be entered at two different
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levels.
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<p>At all three levels the rift continues about 10m before becoming
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about 8cm wide. A strong draught goes into this crack! This section is
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called Radio 3 because it was crap.
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<h3><a name="angled"></a>Angle of Dangle (CUCC, 1999)</h3>
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<p><a href="l/hooked.htm"><img src="t/hooked.jpg" ALT="Photo - 58k" hspace=10
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vspace=10 height=306 width=200 align=left></a>
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Most of the draught at the rock bridge comes from a window across the Radio
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3 pitch. This is reached by a 5-bolt tension traverse. (Originally done
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by climbing up the far wall from 5m down the pitch). The window immediately
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looks out over another pitch, which connects back into Radio 3 10m below.
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This is passed by an ascending 5-bolt tension traverse along the left hand
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wall, which reaches a steeply ascending phreatic passage, Angle of Dangle.
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The traverse finishes at a large thread.
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<p>This traverse is called Hooked on Classic, due to the extensive
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use of a skyhook, which made it possible. It was
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<a href="../../fixaid.htm#hooked">left rigged</a> with a static rope in 1999.
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<p>Despite ascending at more than 40 degrees, the passage beyond can
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be ascended with no gear. The passage is strongly joint-controlled, and
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hades at 35-40 degrees throughout. There is a general shortage of proper
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'floor' anywhere. The climb up the initial section is about 18m in total.
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After about 11m there is a hole in the floor where the canyon separates
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from the phreatic section. This has not been descended
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[<a href="qm.htm#C199940-03" name="qC199940-03">C1999-40-03</a> B].
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The climb is a bit harder after this (handline recomended), until the
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angle eases for a few metres. This section feels like a tilted bedding.
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The way on is to go low on the left though a narrow bit (a window higher
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on the left is a harder option). Ahead the passage quickly becomes entirely
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vertical and has not been climbed
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[<a href="qm.htm#C199940-04" name="qC199940-04">C1999-40-04</a> C].
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After the narrowing, the passage returns to steeply ascending and hading
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rift which gets increasingly awkward. First a 2m climb, then several points
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where you can go over or under rock bridges. Progress is generally easiest
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at the bottom, in the muddy bit. At the end of the rift a strenuous 3m
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climb reaches a new traverse level where you go back over the route (East),
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to a bit of floor. A hole ahead is a tight pitch back down into the rift
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below. A 4m climb here reaches more rift going back West. There is a strong
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draught all along this section.
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<p>Finally, another 8m of steep progress reaches a point where the rift
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continues
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[<a href="qm.htm#C199940-05" name="qC199940-05">C1999-40-05</a> B]
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and a passage, North Utsira, goes off from the left. It has real floor!
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and an extremely strong draught.
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<p>Immediately at the start of the passage a few rocks cover a deep
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hole, which doesn't appear to be the rift below
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[<a href="qm.htm#C199940-06" name="qC199940-06">C1999-40-06</a> B].
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After 11m a T-junction is reached. To the right is yet more ascending
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rift, and two thirds of the draught comes from here. A couple of checks
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of this direction have not revealed any person-sized ways on - the draught
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seems to come out of the roof somewhere
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[<a href="qm.htm#C199940-07" name="qC199940-07">C1999-40-07</a> C].
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<p>To the left the rift becomes small phreatic passage, which wiggles
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for 12m to another T-junction. Left is a smaller draughtless passage that
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goes a rather tedious 25m to a mud choke. Right has the draught and is
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stooping passage for ~25m to a very wet window to a pitch on the left.
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A 7m traverse line here (bolt right hand wall, long (2 slings) thread on
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far side) passes the window, where the passage degenerates to a crawl for
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a couple of metres before opening out to the pitch again, but with dry
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access this time, 7m beyond the first window.
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<h3><a name="eiscream"></a>Eiscream (CUCC, 1999)</h3>
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<p>From the window the first pitch of Eiscream (thread back round corner;
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roof bolt) descends past a steep slope on the right. A hole (probably another
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pitch) can be seen across the other side of the slope
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[<a name="qC199940-08" href="qm.htm#C199940-08">>C1999-40-08</a> B].
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It is also probably possible to ascend the slope to the right
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[<a name="qC199940-09" href="qm.htm#C199940-09">C1999-40-09</a> C].
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10m down, a ledge between two further drops can be gained. The way
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on carries on down to the right. Descending to the left requires an extra
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deviation. It is a very wet 20m pitch where the water (a sizeable stream)
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disappears down the usual small slot. It may be possible to descend but
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it was too wet to see properly!
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<p>Descending another 4m from the ledge over a boulder reaches the start
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of a long stream rift pitch series. Bolt left hand wall and spike deviation
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at -3m give a 13m pitch. A thread on the right hand side through a window,
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followed by an epic spike deviation on the left at -5m and another at -13m
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pass a large block to reach the floor again. Traversing out a little to
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the widest point gives a 9m hang and a couple more 2m descents/climbs (2
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bolts, left and right). At this point the traverse ledges lead all the
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way out to the roof. The slot is very narrow all the way along but you
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can get to the pitch head by an awkward move down into the slot then along
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a metre or so (such fun!). The pitch series can be seen to continue at
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least another 15m below
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[<a name="qC199940-10" href="qm.htm#C199940-10">C1999-40-10</a> A].
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<h3><a name="nightm"></a>Night Manipulations Series (CUCC, 2000)</h3>
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<p>It is believed that the first 40m of this series was explored by GSCB in
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the early 80s.</p>
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<p>Standing facing the icefall just to the right of the pitch down from
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<span lang="de">Schneevulkanhalle</span>
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to <span lang="de">Elefantengang,</span> moving around the wall to the
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right (past a drop off the edge of the ice) reaches a gap under the wall. A
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low wet crawl in icy water, <b>Soggy Bottom</b>, gains a small ice-floored
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chamber. A rift leads off and up to the right; crampons can be left here. The
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rift leads to another chamber with a multitude of exits.</p>
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<p>Straight ahead is a plane sloping up at about 45 degrees. This appears
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too tight at the top but it is possible, about a third of the way up, to
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thrutch across to the left (looking up-slope) to reach another similarly
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sloping plane. This leads to a small chamber .....</p>
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<p>To the right in the chamber is a climb over rocks to a slightly higher
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level. A steeply-sloping plane goes off to the left..... whilst to the right
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is a short crawl to a small window into SVH. A sandy-floored crawl/stoop
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|
straight ahead leads to a drop onto an ice floor. Here there is a large
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window looking out into SVH from the top of the icefall between the entrance
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|
to the Series and the slope leading to Up, Up and Away.</p>
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<p>Crossing the ice with care gains a rift heading upwards to a small
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chamber. To the right a crawl leads to another window further around SVH.
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Up and to the left a passage degenerates into an earthen-floored crawl which
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decreases in size until opening up into a rift chamber. A canyon leads from
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here and stops abruptly where it intersects a large shaft......</p>
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<h3>Rigging Guide</h3>
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<ul>
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<li>Entrance passage ice slope: 40m (permanent line)
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<li>Snow Volcano: 50m rope, 1 bolt, a couple of ice-screws, or even better
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a deadman. (horrid polyprop garden rope coiled up in situ!)
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<li>Ice pitch down to Plastic Hell: 15m rope, 2 ice-screws.
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<li>Next pitch: 10m rope, 2 bolts.
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<li>Pitch beyond Plastic Hell: 12m rope, 1 bolt, 1 tape off dubious flake
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<li>Cardboard Heaven Traverse: 50m rope, 5 bolts, 3 slings.
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<li>'Gap' pitch out of SVH [0000-01 A]. 15m rope
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<li>Ice slope out of SVH to dig [0000-04 B]. 20m rope, 2 ice screws.
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</ul>
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<hr>
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<li><a href="../../areas.htm">Other areas</a> in 1623</li>
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