1. 18m '21': Where Touch and Go traverses right, go straight up the wall. This is directly below the rapp line. Belay at the rapp anchors.
2. 30m '19': Climb the pillar 5m to your right, step left and stem up for a few moves under the small overhang. Swing right underneath this to gain the face. Climb the face left of Touch and Go up to a ledge from where the original Magnetic Wall pitch started.
3. 30m '23': Magnetic Wall rails right onto the arete at the lower level (from the top of the flake). We climb up a few more moves above the 'chopping block flake' to stretch for a rail leading onto the arete above Magnetic Wall. Climb the arete to the rapp anchors. ' (It makes the whole pitch a bit safer to have a directional runner on the arete at the Magnetic Wall level.)
Has its scary moments. Named after a video game.
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