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This is a zero-move game from Little Golem which I am using to show a position from Florian Jamain's post on You tube:
http://twixt-commentator.duckdns.org/game/2089997
Please click on the last move, 16.m4, to see the puzzle position. I got the move order wrong but all that matters is the position at the end of it. White to move and win.
Click on the Main page link and you will see a FAQ link at the bottom of the page.
Every comment you post here must include the 16 moves at the start. Use copy and paste.
I did all this to continue a conversation about the puzzle. User Sawderf said 17.h7 18.m9 19.b12 was good for white. My question to him is, what should white do about 20.d11? For example 21.c11 22.c13 23.c14 24.b11 and now A10 is forbidden to white.
https://www.youtube.com/post/UgkxXB6lpfuCkesg7EUpa3qyihGegHurUOLd
Also the object given by Florian is to connect the o10 group to the top.
With regard to this larger puzzle, white to move can indeed win IMO, but solving this puzzle has less to do with discovering clever tactics and more to do with memory and experience. I'll just point out that White E18 is a useful downstream peg that turns white D12 into a real threat. Once black blocks that threat, then white can return focus to the original task of connecting the o10 group to the top. But white should not play 17.e18 right away, because then 18.h6 wins for black.