
1. CHIROPODY
1.1. MARTIAL ARTS
1.1.1. BALANCE
1.1.1.1. TIME
1.1.1.2. ATTACK
1.2. BE DEFEATED
1.2.1. DO NOT CALIBRATE
1.2.1.1. FORCES
1.2.2. ABSENCE
1.2.2.1. REWARDS AND PUNISHMENTS
1.2.3. INSUFFICIENCY
1.2.3.1. TRAINING
1.2.4. PASSION
1.2.4.1. IRRATIONAL
1.2.5. INEFFECTIVENESS
1.2.5.1. LAW OF ORDER
1.2.6. DO NOT SELECT
1.2.6.1. STRONG SOLDIERS
1.3. A SINGLE INTENTION
1.3.1. COOPERATE
1.4. LAND
1.4.1. EASY
1.4.1.1. BE THE FIRST
1.4.2. DIFFICULT
1.4.2.1. YOU ARE LIMITED
1.4.3. NEUTRAL
1.4.3.1. RETIRE
1.4.4. NARROW
1.4.4.1. CHASE THE ENEMY
1.4.5. INJURED
1.4.5.1. WAIT FOR THE ADVERSARY
1.4.6. OPEN
1.4.6.1. EQUALIZED FORCES
2. ART OF ATTACKING
2.1. THROUGH FIRE
2.1.1. BURN PEOPLE
2.1.2. BURN SUPPLIES
2.1.3. BURN EQUIPMENT
2.1.4. BURN WAREHOUSES
2.1.5. BURN WEAPONS
2.2. FUNCTION
2.2.1. CONFUSE THE ENEMY
2.3. GOOD COMMAND
2.3.1. SAFE NATION
3. TERRAIN CLASSES
3.1. CATEGORIES
3.1.1. DISPERSION TERRAIN
3.1.1.1. DO NOT FIGHT
3.1.2. LIGHT TERRAIN
3.1.2.1. DON'T STOP
3.1.3. KEY TERRAIN
3.1.3.1. NO ATTACKS
3.1.4. COMMUNICATION TERRAIN
3.1.4.1. DO NOT ALLOW DIVISION
3.1.5. INTERSECTION TERRAIN
3.1.5.1. ESTABLISH COMMUNICATIONS
3.1.6. DIFFICULT TERRAIN
3.1.6.1. ENTER PROVISIONED
3.1.7. UNFAVORABLE TERRAIN
3.1.7.1. KEEP GOING
3.1.8. FENCED TERRAIN
3.1.8.1. MAKE PLANS
3.1.9. DEADLY TERRAIN
3.1.9.1. FIGHT
3.2. SOLDIER PSYCHOLOGY
3.2.1. RESIST
3.2.2. FIGHT
3.2.3. OBEY
3.3. KEEP SECRET
3.3.1. FORMATIONS
3.3.2. PLANS
4. CONCORDANCE AND DISCORDANCE
4.1. ATTACK
4.1.1. SAGACITY
4.1.2. PREVIOUS KNOWLEDGE
4.1.2.1. ESPIONAGE
4.1.3. SUBTLETY
4.2. SPY CLASSES
4.2.1. USEFUL
4.2.1.1. EVERYWHERE
4.2.2. TYPES
4.2.2.1. NATIVE
4.2.2.2. INTERNAL
4.2.2.3. DOUBLE AGENT
4.2.2.4. LIQUIDABLE
4.2.2.5. FLOATING