Black to Play - Draw

1...Re2 2.Bf2 f6 3.Kf1 Ra2 4.g4 Kf7 5.Ne4 h6 6.Kg2 Ra3 7.f4 Rb3 8.Ng3 Ra3 9.Nf1 Rd3 10.Ne3 Rc3 11.Kf3 Ra3 12.f5 Ra2 13.Nd5 Rb2 14.Nf4 Ra2 15.h4 Ra5 16.Ne6 Rb5 17.Ke4 Rb2 18.Bd4 Rb4 19.Kd5 Rb1 20.g5 hxg5 21.hxg5 fxg5 22.Nxg7 g4? 22...Rf1! tying the knight to defense of the f-pawn is the only move to draw. The king can't come to help 23.Ke4 Rf4+ 24.Ke3 Rxd4= 23.Nh5! Instead of Fine's 23.Ne6? White can control the g-pawn and advance his pawn. One of the longer tablebase lines is 23...Rb3 23...Rf1 24.Ke4 24.Be5! Re3 25.Ng3 Ke7 26.Bf4 Re1 27.Ne4 Rb1 28.Bd6+ Kf7 29.Ke5 Rf1 30.Ng5+ Kg7 31.Ke6 Re1+ 32.Be5+! Kh6 33.Kf6! Re2 34.Ne6 Rf2 35.Nc5 Re2 36.Bg3 Ra2 37.Bf4+ Kh5 38.Ne4 Ra4 39.Ng3+ Kh4 40.Bd6 Ra8 41.Kf7 Kg5 42.f6 Ra7+ 43.Ke6 Kg6 44.Nf5 Kg5 45.Be7 Ra6+ 46.Nd6 Kf4 47.f7 Ra8 48.f8Q+ Rxf8 49.Bxf8! g3 50.Nf5 g2 51.Bc5 Kf3 52.Ke5 Ke2 53.Ke4 Kf1 54.Ng3+ Ke1 55.Kf3 and White finally wins the g-pawn.

Uncorrected as Position 899 in the Benko edition.