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    **            Build a Kingdom.  Rule the Nile.  Live Forever.         **
                               The Complete Guide                               
                              Version 3.6 (06-11-01)

            Current Editor: Jim Chamberlin ([email protected])
           Original Author: Dan Simpson

         If you are going to email me about this game, please put
         Pharaoh as the subject.  Just Pharaoh.  Also please
         realize that I am not hiding cheats or any other information,
         i.e. everything I know about Pharaoh is in this guide.

         If you see any mistakes, or have anything that you want to add
         please email me!  I will, of course, give you full credit for
         your addition, and be eternally grateful to you.

         Before emailing me with a question, be sure to check out the
         Frequently Asked Questions section.

.--------------------========= N  O  T  E  S =========-------------------------.
|                             ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ                                  |
| The most recent version of this FAQ can be found at:                         |
|                                                                              |
|    http://www.gamefaqs.com/                                                  |
|                                                                              |
| There is an Expansion Pack to Pharaoh out!  You can download it at           |
|    http://www.pharaoh1.com                                                   |
|                                                                              |
|   Note: More information about the downloadable Expansion Pack is given      |
|         below.  Check the Table of Contents to find out where.               |
|                                                                              |
| Last note from Dan:  I am stepping down from maintenance of this FAQ, and    |
|                      ceding control of the FAQ to Jim Chamberlin.  Simply    |
|                      put I have no real interest in updating the FAQ, and    |
|                      Jim does have that interest.  As such, this FAQ is      |
|                      being turned over fully to him.                         |
|                                                                              |
| Also an Add-on Pack, Cleopatra, has officially been released.  It is not of  |
| the downloadable variety, but rather one you will have to go to the store    |
| and purchase.                                                                |
|                                                                              |
| If you are a webmaster and wish to post this on your web page, please email  |
| me first.  And if you do post this FAQ on your site, please make an attempt  |
| to keep it up to date.  There is nothing worse than getting emails from      |
| people who saw an old version asking about things that are already in the    |
| newer versions.  Well, maybe there are worse things, but it IS annoying!     |
|                                                                              |
| This FAQ looks best in Courier New at about 9 points.                        |
|                                                                              |
| This Document is Copyright 1999-2001 by Dan Simpson and/or Jim Chamberlin    |
| Pharaoh is Copyright 1999 by Sierra On-Line Inc.                             |
|                                                                              |
| We aren't affiliated with Sierra, Impressions, or anyone who had anything to |
| do with the creation of this game.  This FAQ may be posted on any site so    |
| long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting  |
| it.  You may not charge for, or in any way profit from this FAQ.             |

What's New in 3.6:
  - A few changes.

  For a complete Version History, check out the Final Words Section at the end  
  of the FAQ.                                                                   
Table of Contents:                                                              
  Building a City                                                               
    Basics of City Building                                                     
    Industry, Slums, and Food Production                                        
      Food and Farming                                                          
      Industry and Commerce                                                     
    Of Gods and Men                                                             
      Temple Complexes                                                          
    Entertaining Egypt                                                          
      Training Facilities                                                       
    Expanding the City                                                          


    Selima Oasis
    Serabit Khadim
    South Dashur
    North Dashur
    Bahariya Oasis
    Dunqul Oasis
    Dakhla Oasis
    Menat Khufu
  City Problems                                                                 
    Trading Food / Requests for Food                                            
  Frequently Asked Questions (FAQ)                                              
    Keyboard Commands                                                           
    Pharaoh Manual Updates
    Downloadable Expansion Pack Information
  Final Words...                                                                
                                Building a City
This section goes pretty much in order walking you through the entire process of
building a successful city.  It should be mentioned that building a great city  
is a complicated process that involves all sorts of things, religion, trade,    
entertainment, and employment.  There are many problems that a city faces, but  
those are not dealt with in this section, they are dealt with in "City Problems"
Basics of City Building                                                         
  Building your city is a multi-part process.  The first thing that you want to 
  do is to drop the speed of the game down to 10% (use the '[' key to lower     
  speed).  Why do this?  Simple, it essentially freezes everything in place, and
  slows time down so you can get some farming in before the harvest.            
  Now look around the city.  Note where the Kingdom Road is, as that is where   
  all immigrants, and traders will come.                                        
    Trick:  If you want to know which side of the road to build on (that is, the
            side closest to immigration) save the game, build some housing by a 
            road, and put the speed up to 100%.  You can see where the people   
            come from, then load, and build your city accordingly.              
  Before you actually start building your city check for wild animals.  This is 
  most important with the Hyenas, Hippos, and Crocodiles.  If you find Hyenas,  
  or Crocs one trick to dealing with them is to build a wall around them        
  completely (in the case of the Crocs you may need to wall around a pond).     
  Then later build a tower on the wall to eliminate the hyenas.  Once the last  
  hyena on the map is dead, they won't reappear.  You don't need to bother      
  building towers on any walls keeping crocs in, as they will eternally         
  Now we need to decide where to build the first area in your city.  You want to
  build near the immigration point (where immigrants appear), near farmland     
  (either floodplains or meadow), but far enough away that you can fit a granary
  in between (a granary is a 4x4 structure, and you want to build it at least 3 
  squares away from your housing).  You don't need to build the entire block of 
  housing on Green, but you have to be at least right next to it to get Water.  
  Before we build housing we need to check out the Overseer of Commerce.  Check 
  to see how many food sources you have, and what resources you have and have to
  import.  This is important for deciding how large to build housing, you build 
  smaller when you have only 1 food source as it won't be able to fully evolve. 
  The "best" housing block is as follows:                                       
    ==================================       HH - one square of housing         
    =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH=       =  - road                          
    =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH=       .  - garden                        
    =HHHH . . . . . . . . . . . .HHHH=       WWWW  _ Water                      
    =HHHH. . . . . . . . . . . . HHHH=       WWWW    Supply                     
    =HHHH . . . . . . . . . . . .HHHH=       BBBB  _ Bazaar                     
    =HHHH. . . . . . . . . . . . HHHH=       BBBB                               
    =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH=       TTTT  _   Tax                      
    =HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH=       TTTT    Collector                  
    ==================================       FF - Firehouse                     
                  WWWW           TTTT=       AA - Architect's Post              
                  WWWW           TTTT=       PP - Police Station                
    Note on Scale:  1 square of land is represented by 1 character vertically   
                    and two characters horizontally, so HH is one square.       
  You can make it as long as you want, just don't make it too long or services  
  will suffer.  The gardens in the center increase property value, and can be   
  evolved over, that is, the housing near it can use the space to evolve into a 
  larger structure.  You have a 4 square long garden section to allow for the   
  area to evolve into the largest structures which are 4x4 each.                
    Trick:  Also, when the road is "paved over" be sure to put a plaza over it. 
            This isn't so important until your housing evolves into the nicer   
            structures, but when you need it you need it!                       
  Next you want to build a Water Supply.  These are best placed right across the
  road from the housing.  If the housing block is large, then you will want two 
  of these placed on opposite sides of the housing block.                       
  Now build a road down from one of the corners about 6 squares down.  Two      
  squares down from the road on your new road build a bazaar.  Across the road  
  from the bazaar build a fire house, architect's post, and a police station.   
  Eventually place a tax collector's office between housing and the bazaar.     
  These are placed away from the housing to keep the desirability up.  You may  
  also want to build another bazaar at the other end of the housing.            
    Tip:  If you are building directly on the Kingdom Road you will want to     
          roadblock the Kingdom Road to prevent your walkers (bazaar traders,   
          water suppliers, etc.) from wandering away from where they are needed.
  After those bare necesseties are built, you will want the basic sanitation    
  structures, namely a Physician and an Apothecary.  These can be built anywhere
  along the housing (try to build away from the corners as that space is needed 
  later for entertainment).  You won't need Dentists until later, but you can   
  build them whenever you want.                                                 
Industry, Slums, and Food Production                                            
Food and Farming:
  Now that we've started a city, we need to get some food and some exports.  
  We'll start with food.  The first thing we need is a granary placed between 
  our city and the food sources--farmland, hunting grounds, fishing docks, etc.  
  Make sure that it is far enough away from housing to not affect desirability 
  too much, but close enough to provide your bazaars with easy access.

  Next, depending on the foodsource, we need to build either work camps, hunting
  lodges, or fishing wharves.  Build hunting lodges RIGHT NEXT TO the granary to
  cut down on travel time.  Build work camps as close to the floodplains as
  possible, but still a couple squares away so that you can roadblock the farms.
  You do this to cut down on the amount of roads that your walkers can travel,
  because if they CAN travel on a road, they eventually WILL no matter how 
  little there is out there.

  Now we need to build farms.  All farms should be irrigated, no matter if they
  are on the floodplain or in a meadow.  You irrigate farms by building an
  irrigation ditch nearby that connects to a water source.  Irrigating a farm
  increases the fertility of the farm, which in turn increases the amount of 
  food produced by that farm.  In the case of floodplain farms, fertility is
  completely renewed with the flood, UNLESS the flood doesn't entirely cover the 
  farmland, which is why we irrigate the farm.

  So while you are building your farms you need to keep some room to sneak roads
  by so that your workers can get to each farm, and you need to keep some room 
  to irrigate by as well.

    Tip:  Build floodplain farms as close to the water as you can.  If the flood
          is poor, the farms will still be at least partially covered, and that
          way gain more fertility.

  Meadow Farming is done differently than floodplain farming.  You can only 
  build a Meadow Farm on green land that has little yellow spots on it (on the 
  map it is "green" land).  When the land is especially good, it will be a 
  darker green, and the spots will be more white.  With Meadow Farms it is 
  absolutely crucial to irrigate the farms.  In order to do that you first need 
  to build a Water Lift.

  Water lifts must be placed on a straight section of land right next to water, 
  or next to floodplains.  If you build next to a floodplain you must build a 
  ditch coming from the water to the water lift.  Ditches must come out the back 
  of the water lift, it is not sufficient to put them out the side.

Industry and Commerce:
  Once your city is no longer starving is the time to start working on your
  industry.  Which industry you start with is dependant on the city that you are
  working on.  If you have lots of Marshland, you might want to start a Papyrus
  Industry, if you have trees a Lumber Industry.  To help you decide check out 
  the Overseer of Commerce to see what you can Export.  Whatever you can sell
  makes a good choice to start with.  Go to the world map here to open the trade 

    Tip:  Try to sell goods like Papyrus and Linen as they have a low need in 
          the city, and sell at relatively high prices.

    Tip:  Land trade routes are much better than water trade routes, as they are
          not dependant on having an open dock to trade at.

  You only need this one trade route for now, so don't bother spending money to
  open any others.  You may need to shortly open another, but that is still a
  little off.  Once the trade route is open, be sure to click on that good in 
  the Commerce screen, and click the Export Button to start selling it.

  Now we build the industry.  Again like the granary we don't want to build too
  close to our city, but unlike the granary we're going to completely separate 
  the industrial sector from the housing.  Industry is best about 8 squares away 
  from your housing, in an area that has good resources.  I'm not saying that 
  you have to be right next to good resources, just reasonably close will do.  
  Build out a road from your housing, and roadblock it to keep walkers from 
  entering the industrial sector.  Now build two Storage Yards, one for the Raw 
  Good the other for the Finished Product (right click on the Storage Yard,
  click special orders then click "Accept None", and finally click the Accept
  None command specific to that good that you want this Yard to store).

  Near the Storage yards build a 4x2 or 6x2 section of housing.  This is going 
  to be our "slums", an area for industrial workers to work.  Don't worry about
  providing these people with any city services.  Also you need to build a Fire
  House, Architect's Post, and Police Station.

    Note:  Disease usually runs rampant in the slums areas.  To cut down on
           disease try adding a water carrier and a bazaar that buys ONLY food
           (check the bazaar's special orders screen).  However, since these
           people are usually quickly replaced after they die, there isn't much
           reason to waste money and jobs here.

  Now to actually start with the industry.  Depending on what we're 
  manufacturing you may need to build a raw materials gatherer (such as a Reed 
  Gatherer or Clay Pit).  Realize that raw materials are gathered quicker than 
  finished goods are made.  Then build 3 or 4 of your industry.  You'll have to 
  pay attention to how much of the raw material you have (if you consistently 
  have none, you will need to increase production of the raw good, or if you 
  have too much you need to build more industry to manufacture it into 

    Trick:  If you have to create a water trade route, here is a little trick to
            decrease the time each boat spends at the dock.  When a boat docks 
            it sends about 3 dock workers out to sell or buy goods at the 
            appropriate Storage Yard.  So near any docks you have (you can build 
            as many as you need) build a Storage Yard or two and set them to 
            "Get" any goods that you want to sell, and also have them accept
            goods that you want to buy.  Say you buy flax.  Now near your linen
            industry you have a Storage Yard set to "Get Maximum" of the flax.

    Tip:  There is, of course, one small problem with the last part of that 
          trick.  While your Storage Yard workers are out getting the flax, they
          can't deliver it to the industries.  However, since boats can sell 
          only 1200 of any item at once, and Storage Yard workers can carry 400
          a time, this isn't that big of a problem.

  So what do you do if you don't have any good raw materials?  You import the 
  raw materials and manufacture the finished goods to sell!  This lowers your 
  profits, but the profits are still there.  When your people start demanding 
  beer, linen, and luxury goods you have to import goods anyway.

    Note:  Remember that you can only buy so much of any one good from any one
           city in a year.  For example in one year maybe Men-nefer will sell 
           you 4000 barley and buy 1500 papyrus.  So after they buy that 1500 
           papyrus, they won't buy anymore.  The most a land trader can buy and 
           sell is 800.  The most a sea trader can buy and sell is 1200.

    Tip:  Because each city is limited to how much they can buy in a year, and
          because you may produce a LOT more than they can buy of a finished
          product, you may want to sell off both the finished product, and the
          raw materials.  Try to only sell raw materials when it is above a good
          amount, like 2400 or 1600.

Of Gods and Men

  We've now taken care of the most basic needs in your city, food and money.  
  Now we need to both appease the gods and help your city's housing evolve 
  further.  And you do this by building lots of temples.  You build each of the
  gods' temples at each block of housing, and try to divide the temples so that 
  half are on one side of the housing block, and half on the other.  This
  increases the religious coverage, and helps guarantee that houses don't 
  devolve due to losing access to a temple.

    Note:  Be sure to always have one extra temple built for your "Patron God", 
           as they need the extra attention.

  Also build each god one shrine.  These shrines MUST be placed at least 2 
  squares from a road to be effective, and so that they can be reached by an 
  architect.  Yes, shrines can and will collapse.  Shrines don't give good 
  religious coverage, so you don't want to use them for anything other than 
  appeasing the gods.

  If you check out your Overseer of the Temples (press 9) you will see the gods
  mood.  Happy gods bless your city, unhappy gods smite your city.  It takes 
  some time for the effects of building temples to affect the god's moods.  So
  if you check immediately after building the temples, you may not notice any 
  change.  Simply wait a bit, and check again.  Their moods should have changed.

  Deciding where to build the Festival Square isn't easy.  It has a great effect
  on desirability, but it really messes walkers up (they get stuck on the square
  and will just wander around it for awhile).  My solution is to build it near
  a housing block, on a road that is blocked off with a roadblock to prevent
  walkers from getting on it.  You need a clear 5x5 area on an intersection to
  build a Square.  You can only build one in any given city.

  You want to hold festivals regularly, try to have them every 3 to 20 months
  (quite the range!).  You hold festivals to either get a god to bless you (say
  to get Osiris to help out with the Inundation), or to keep a god from being
  displeased with you.  Also festivals greatly help out the city mood.

  Unless you produce a lot of beer, avoid the "Grand Festivals" as they require 
  a lot of beer.  Lavish festivals are therefore the best in terms of economics 
  and appeasing the gods and your townspeople.

    Note:  As your city gains more people and money it costs more to hold a
           festival.  So at the start of a scenario it could cost 120 for a 
           lavish festival, but near the end it could cost 900 or 1000 (or quite 
           a bit more!)

Temple Complexes:
  Only build Temple Complexes for your Patron Gods, as they seem to need the ego 
  boost.  A Temple Complex is one of the Three Mega Desireable Buildings (with
  the other two being the City Palace, and the Dynasty Mansion; and to a lesser
  extent their corresponding smaller versions such as the Town Palace and Family
  Mansion) and should be built next to a Good Housing Block, that is, one that
  you intend to evolve as much as you can.  Temple Complexes require 50
  employees and are great things to build when you have high unemployment.

  Once you have already built the Temple Complex, you may notice that it still
  lists "Temple Complex" on the menu of things that can be built.  These are
  improvements that can be made to the Temple Complex, such as new Altars.  
  These Altars have more effects than it would seem, for example the Altar of
  Ma'at (Ra's Temple Complex) allows your Priests to fight crime.

  Here's a short list of the various altars and their effects:

    Osiris' Temple Complex:  Altar of Sebek - as the priests pass your houses,
                                              the people can make do with less
                             Oracle of Min - speeds up the regrowth rate of 
                                             reeds and trees, which allows you
                                             to harvest more.

    Ra's Temple Complex:     Altar of Ma'at - your Priests also gain the 
                                              function of crime fighters, as 
                                              they pass houses, the likelihood
                                              of crime is lowered.
                             Oracle of Horus - your people love you so much that
                                               they will work for a lower wage
                                               without being upset.

    Ptah's Temple Complex:   Altar of Amon - your quarries, wood cutters, and
                                             brickworks work faster.
                             Oracle of Thoth - librarians and teachers (scribal
                                               schools) use less papyrus.

    Seth's Temple Complex:   Altar of Anubis - your mortuaries need less linen
                                               to function.
                             Oracle of Sekhmet - Similar to the Altar of Ma'at
                                                 your Priests work as crime
                                                 fighters, but Sekhmet also
                                                 allows them to catch criminals.

    Bast's Temple Complex:   Altar of Isis - not only does Isis improve the
                                             overall health of the city reducing
                                             the chance of disease, but also
                                             removes disease when it does 
                             Oracle of Hathor - Improves city sentiment (mood).

  When you give a little, you get a little.  In this case, if you build temples
  and hold festivals for the gods, they'll reward you with blessings, both big
  and small.  Conversely if you ignore the gods they will punish you with
  Curses, but you won't get any of those so long as you keep them appeased.
  You work on the god that corresponds to what your city really needs.  For
  example, if you are about to be invaded (in about 4 to 6 months) try to kiss
  up to Seth a lot with Festivals to get his protection for your armies, or to
  smite the enemy armies.

  To check how close you are to receiving a blessing, check with the Overseer of 
  the Temples (press 9).  The more "Ankhs" you have by their mood, the closer
  they are to giving you something pleasant.  And if they have a lightning bolt
  that means that they are about to curse you with something, for example, 
  Osiris will make the flood poor.

  I think that the best god to kiss up to is Bast.  She has the two most useful
  blessings in the game, the first she blesses your houses and bazaars with
  a bounty of food and goods.  Very useful.  It doesn't mean that you have
  everything you need, she merely increases what was already there.  And her
  other good blessing is that she will hold a Festival for the other gods, which
  means that you can get many festivals for the price of one.

  If your city depends on exports, then Ra is the god to go to.  He has the
  ability to increase the sale price of your items by 50% for 12 months, and
  the ability to increase the amount your trading partners are willing to trade.
  Finally he also has the ability to increase your Kingdom rating, which can
  help you when it gets really low.

  Osiris increases the flood, and should only be buttered up if the flood is
  poor, or if there is going to be no flood at all.

  Ptah has two great abilities that have to do with Industry.  First he can
  increase the amount of goods in a Storage Yard to the maximum.  So if you
  had 100 linen, you will have the full 3200.  He also will supply your industry
  with the raw materials they need.

  Seth is the least useful in that he is strictly a military god.  However, 
  don't ignore him, lest he smite your armies.  If you are going to be invaded,
  or your troops are going to be sent out to another city, Seth might come in
  handy (especially for the latter case).  Nothing is quite so satisfying as
  seeing an enemy army just die because of Seth.

Entertaining Egypt

  Your city is certainly on the grow now!  Now we need to start thinking about
  Entertainment.  There are three sizes of entertainment "arenas", the Booth,
  the Bandstand, and the Pavilion.  Boothes can hold only jugglers, Bandstands
  have both jugglers and musicians, and Pavilions have those and dancers as

  Building one of these "arenas" takes some thinking ahead.  Hopefully you left
  space around the corners of your housing area, because that is where we are
  going to build!

  Boothes are the easiest of the three to build because they require little
  space (1 square off of the intersection) and they only need a 3 way 

      =                   =  - road
      =BB                 HH - 1 square of housing
      =========           BB - Booth

  Boothes affect the least amount of people, and therefore you need more boothes
  than any other "arena".

  Bandstands take up quite a bit more space (it's a 3x3 structure), and is a
  little harder to place.  There are also several different ways of placing it,
  one that involves placing it inside of your housing (Method 1), and the other
  which involves creating a new road off of the housing (Method 2).

    Method 1:

                        =  - road
        =               bb - bandstand section
      ===========       HH - housing

      As you can see this would involve destroying a corner of your housing in
      order to fit the Bandstand.  This method minimizes the area that walkers
      can wander down, especially if you remove all the extra paths around it.

    Method 2:


      The main problem with this is that your walkers now have a 4-way
      intersection to wander around.  But this method disturbs your housing the

  Pavilions take up the most space, and are quite awkward to place as they have
  all the components of the previous two "arenas", plus a 2x2 dancing stage.
  There are, then, many ways to place a Pavilion.  The first way (Method 1)
  cuts into housing by only 1 square, the second way cuts into housing more,
  and the third way avoids cutting into housing altogether, but again creates
  more surface for your walkers to get lost in.

    Method 1:

          =                        =  - road
      pppp=pp                      pp - pavilion section
      pppp=pp                      HH - housing

    Method 2:


    Method 3:


        This method is by far the easiest to build as it requires the least
        planning ahead.  All you need to do is to build a 3x path out of a 
        corner, and another 2x path out the other side of that corner.

Training Facilities:
  Once you have your "arenas" built, and I would suggest that every block of
  housing could use 3 "arenas" (one of each type, plus maybe an extra booth as
  well), you need to build training facilities to train the entertainers 
  themselves.  While your city is small you will only need juggling, so let's 
  deal with that first.

  Juggler's Schools are the only Training Facility with a Positive Desirability,
  and so you can (but you don't have to) build next to your housing.  This is
  somewhat different from Caesar III where you wanted to build your training
  buildings far from your arenas, here it doesn't matter so much as the
  entertainers naturally wander the streets.

  The Conservatory and Dance School should be built in an industrial area of
  your city as they have negative desirability.  I can see why the Conservatory
  has negative, what with their off-key caterwauling, but the Dance School?
  Oh well.  You only need to build these after you have supplied your city with

  As your city grows you WILL need more than one training facility of each type,
  otherwise your arenas won't have enough entertainers to hold shows.

  Entertainers are not stopped by roadblocks.  Make sure that there is a
  road connection from your trainers to the arenas else thoose arenas won't have
  any shows!

Expanding the City

  Now that your mini-city is up and running, we need to get on expanding it.
  First we are going to build another housing block near the first housing
  block.  In general I don't like two housing blocks interacting with each 
  other, and so will build a roadblock preventing walkers from the first housing
  block from entering the next housing block.

                                     =HHHH  Second Housing Block (partial)
                                     r        =  - road
                                     =        r  - roadblock
                                     =        HH - one square of housing
   First Housing Block (partial) HHHH=

  Why prevent them from getting into other housing blocks?  Because that can
  create "dead zones" where certain walkers haven't passed in a long time,
  because they have so much road to walk on.  If housing is deprived of any
  resource, be it water, food, pottery, or anything; that housing will devolve!
  This is worst when they run out of water as it will devolve all the way down.

  Also be sure to build Courthouses at each housing block if you haven't already
  done that.

  Now we're going to want to evolve our housing into the better (and therefore
  higher tax base) structures.  The first thing we need is pottery, then beer.
  (After those come other things such as Mortuaries, Libraries, Scribal Schools,
  Linen, a Second Food Source, Luxury Goods, and a Second Type of Luxury Goods.
  These will all be discussed later!  But a quick note about this now, never
  evolve all of your housing blocks all the way, as your Labor Pool will
  actually DECREASE with the increase of wealth.  Rich people tend to not work.)

  If you can construct Clay Pits (about 3 should do) and Potters (4 or 5).  If
  you can't build Clay Pits you will have to import.  Have 2 storage yards, one
  for the Clay and the other for the Pottery.  Here's where we get tricky.  You
  want the Clay Storage Yard right next to the Clay Pits, however, you want the
  Pottery Storage Yard as close to your housing as you can get it (3x squares
  away or so).  Why?  Ease of access for your bazaar traders, of course!  The
  shorter the bazaar traders have to walk to get goods, the more goods they can
  collect, and therefore the quicker your housing will evolve and STAY EVOLVED!
  Very important.

  If you cannot construct Clay Pits, things get a little sticky.  You have to
  import either Clay or Pottery.  Obviously it is cheaper (and therefore better)
  to import Clay, but sometimes you just can't get enough Clay imported to
  supply your city.  This is especially true if you have to make Bricks for a
  Monument.  In those cases you will have to import Pottery.

  We want to do roughly the same thing for Beer (grow or import Barley) and
  Linen (grow or import flax), as well as the other resources discussed above.
  However, you don't want to add them too quickly to outgrow employment.  Keep
  looking at your unemployment rating, if it is too high, you may want to hold
  off on creating a good that will evolve your city.  On the other hand,
  building new industries is a good way to lower unemployment.  (by far the
  BEST way to lower unemployment is to evolve structures into Estates, however,
  this method often results in labor shortages)

    Tip:  If you want to avoid creating Scribes (people who don't work) in your
          city, just avoid luxury goods.  This way you can provide all the other
          services like libraries and scribal schools for the high culture, but
          still keep a strong workforce.

  While you are working on getting Pottery and Beer, you will also want to start
  any monuments that your city will need.  If you are going to be building Sun
  Temples, Mausoleums, or Obelisks remember to import the needed rock (because
  chances are you don't have it!), and to get all the materials and workers you
  need to build the monument.

  You want to build your monument in a highly accessible area, but it need not
  be connected to anything via a road.  By accessible I mean "close to" where
  the materials for the Monument are kept.  It doesn't need to be very close,
  but don't put them clear across the city map.

  Only build one monument to start with, but as that one gets further along,
  you should start the other one.  Why?  Chances are you will have more workers
  than that first monument will need (this is especially true as you finish a
  "course" on a pyramid, it requires less workers), and so they can go work on
  the other monument in their down-time of working on the first monument.

  Always build several work camps near monuments that require stone to be taken
  to them (Pyramids, Sun Temples, Mausoleums).  These workers will also build
  the foundation to Pyramids and Mastabas.  And build at least 2 of each type of
  Construction Guild (except the Carpenter's Guild, you only need one of those).
  This is to prevent such things as the stone pullers pulling 2 things of stone
  onto the same area (which effectively negates one of the stone loads!).

    Note:  During Farming Season your workers (the peasants, not the guild 
           members) will only be able to accomplish ONE THING on a monument.
           So they might dig one square, then vanish.


   These "walkthroughs" aren't too indepth.  You can't really make a "walkthrough"
   for this game as you can for Final Fantasy, Resident Evil, etc.  Instead,
   these are basic guides on what to do and things of that nature.


                    |                 Goals                 |
                    | Population                 300        |
                    | Other              6 Meager Shanties  |

       As with the previous game, Caesar III, Pharaoh starts you out on
       what is more or less a Training Mission, although it's an actual
       scenario.  The first scenario will help you get familiar with
       all the features, and as you proceed through the first few scenarios,
       you will be introduces to more and new game features and options.

       First, find a spot and build a few houses.  One thing you must keep
       in mind in Pharaoh, along with Caesar III is the houses MUST be within
       two spaces of a road.  If there are any unoccupied houses more than
       two spaces from a road, it will disappear.  When you make your initial
       chunk of the city, you must provide at least enough homes for 150
       people.  At the 150 mark, Hunting will become available, and you will
       need food to gain higher housing levels, and that is part of the
       objectives in this scenario.  Remember, to provide water to your
       houses!  No water = disaster.  Once you have Hunting made available,
       build a Hunting Lodge, Granary, and a Bazaar.  Again, you must provide

       Once you have those essentials provided, you MUST build Firehouses.  If
       you neglect to do so, your city will literally burn down to the ground,
       and we don't want, do we?!?

       Remember that Six Meager Shanties is one of the requirements in the
       Nubt scenario, so you will have to right- click on the houses, and see
       what's wrond with them if they aren't up to that level yet.  More
       often than not it will probably be due to being too close to a Crude
       Hut, Granary, Bazaar, or Hunting Lodge.  All of these things brings
       down the immediate area's desirability.

       Remember four things for the Nubt scenario: Water, Firehouses, Food,
       and Desirability.


                    |                 Goals                 |
                    | Population                 500        |
                    | Culture                    10         |
                    | Other            10 Ordinary Cottages |

       Welcome to the second city in your quest to become Pharaoh.  Thinis
       introduces you to a new, and very important element, Gold Mining.
       Gold is basically your form of currency.  It's also called "deben".
       You can't make any money by placing gold in your Storage Yards, so
       do you do with it.  Well, you are given a new building, the Palace.
       The Palace is where you turn your gold in.  It's basically your city's
       Treasury, I guess.

       Where do you put the Gold Mines?  Well, you must construct them in
       the area where "gold" is protruding from the rock.  Make sure you
       roads to them, otherwise you won't get anything done.  Gold mines
       have a tendency to collapse, so I highly recommend placing an
       Architect or two nearby to watch those mines.

       How do I get the 10 Ordinary Cottages?  Pharaoh introduces you
       to another VERY important aspect of the game, Religion.  In Thinis,
       you are given Bast for your God/Goddess.  If you want a successful
       city, I recommend placing Temples and Shrines for Bast.  Remember,
       she will determine your people's health and mood.

       What's next?  Entertainment.  No, there were no televisions back
       then, nor were there satellite dishes, so what did they do for fun?
       All kinds of things were done back then for entertainment.  Juggler's
       Booths must be constructed on a Crossroads or a "T" intersection, just
       like the other Entertainment buildings.  It is recommended that you
       learn how each building operates.  Juggling Booths won't do anything
       (entertain) without Jugglers, so build a Juggler's School nearby to
       produce Jugglers.

       How am I supposed to meet my requirements?  Well, the Culture Rating
       is pretty easy actually.  If you supply your city with enough
       Entertainment, your Culture Rating will be achieved.  To get the 10
       Ordinary Cottages may be a little harder for some people.  It all
       depends on how you have your city constructed.  Granaries and Hunting
       Lodges decrease the Desirability in the area, so keep them away from
       the houses if possible, but not too far.  Temples and Shrines will
       increase Desirability, so try to have those around as well.  As with
       all of the scenarios, be sure you have plenty of Architects and Fire
       Houses.  Without these, your city will literally be left in ruins.


                    |                 Goals                 |
                    | Population                 600        |
                    | Other            10 Modest Homesteads |

       Perwadjyt will introduce you to a new, and VERY important aspect
       of Pharaoh, Floodplain Farming.  Not all scenarios will offer
       Hunting as means of providing your city with food.  Farming,
       however, is available on most of the scenarios.  Just so you
       understand what "floodplain" is, it's the area near the Nile
       River that floods during the Flood season.  It's usually a dark
       brown or something close.

       Before you can get the farms up and running smoothly, you'll have
       get some people to move in, so make a medium- sized housing block,
       provide it with water, fire houses, and Architects.  Once you've got
       a small population, construct the farms.  I forgot to mention Work
       Camps.  Well, you MUST build them as well.  Five Work Camps should
       be supply enough employment for the farms and other buildings.
       Four or five Fig Farms should prodive you with enough food.  Just
       remember to build roads to the farms.  Sometimes it saves space if you
       get two or three farms to use the same road.  I forget just how the
       Flood plain is constructed in Perwadjyt, because I haven't played
       Pharaoh in a while, so here are a few examples of what I mean.

       (2 Farms)           (4 Farms)
       FFFF=FFFF        FFFFFFFFFFFFFFFF                    Key
           =            ================                   FFFF - Farm
           =                                               FFFF

                                                            =   - Road

       Those little drawings may not look all that great, but it shows you
       what I mean.  Most Flood plains are smaller in areas than others, so
       you'll just have to use whatever configuration you can with the
       flood plain you're given.

       After you've built the Farms, you'll have to build a Granary and a
       Bazaar.  If you haven't figured it out by now, a Granary stores
       food, and the Bazaar distributes it (as well as other goods).  If
       you keep Osiris happy on this scenario, food can become more abundant,
       since Osiris controls how well the flood is, and the better the flood,
       the more nutrient- rich (fertile) the soil is in the farms, and it
       will make more food.

       What do I do now that I've got a steady food production?  Well, you
       get to dive into another Industry, Clay Pits and Pottery.  When you
       build the Clay Pits, they must be relatively close to the water's edge.
       The Potter doesn't have to be close, but it should be close to the Clay
       Pit, so there is always a supply nearby, and it saves time.  Make sure
       you build one or two more Potters than you have Clay Pits.  Also, build
       an Architect or two nearby.  Clay Pits tend to have a higher chance
       to collaps than some buildings.  Once you have those built, build a
       Storage Yard.  The Potters must have a place to put the pottery, right?
       Keep in mind, that all of these buldings have a negative desirability
       rating, so try to keep them away from housing, if possible.

       Roadblocks will also become available eventually.  When they become
       available, read about them.  They are a great feature.

       How do I get the 10 Modest Homesteads required for this scenario?
       Right- click on each house and find out what is bothering that house.
       Gardens, Statues, and Plazas will become available at one point.  These
       are important, because they have a positive desirbility.  Pottery will
       just accumulate in your Storage Yard if you don't have the housing up
       to an Ordinary Cottage.  The bazaars will get the pottery and distribute
       it once Ordinary Cottages are found in the city.  After that, it's just
       a matter of time.  Just remember to experiment with the Plazas, Gardens,
       and Statues, because these are available in the remainder of scenarios,
       and are very important in having a successful city.


                    |                 Goals                 |
                    | Population                 1000       |
                    | Other            10 Modest Apartments |

       Neken gives you a rather large area to use.  Unfortunately, most of the
       land is arid, so water becomes more of an issue.  Water Supplies can
       only be built on grasslands, because where there's grass, there's water.
       Water carriers won't walk the entire city either, so you will have to
       make a housing block pretty close to the Nile's banks, so it will be
       near water.  When building your housing, you must leave a small area
       for Clay Pits.  Remember, they have to be next to the Nile's bank.

       Farming is a major issue as well.  Nekhen doesn't offer you very much
       space in the flood plain to build farms.  You'll have to be creative
       in order to use the given space wisely.  Just remember to have roads
       leading to the farms.  Work Camps should be built next.  You need
       workers, right?

       Nekhen allows you to use the Overseer of the Workers, which means you
       won't need to build a Palace to monitor the employment rate.  There is
       no gold to be mined, so you don't really need to build a Palace.

       Here's a Tip from Impressions: "If you have a lot of unassigned workers
       (but don't really need to build any new industries), building a Palace
       will reduce unemployment."

       Remember to built Potters for the Clay Pits.  Also, look back to the
       previous walkthroughs (especially Perwadjyt) for tips and help on
       reaching the 10 Modest Apartments housing level.


                    |                 Goals                 |
                    | Population                 1500       |
                    | Culture                    15         |
                    | Prosperity                 20         |
                    | Kingdom                    40         |
                    | Monument                   9          |
                    | Other            10 Modest Apartments |

       Men-nefer is a large step up from basic city management.  Don't get me
       wrong, fires and all of those things can be hard to control, but
       you have a new challenge in Men-nefer.  You will be introduced to
       monument- building.  It is small, so it's not overwhelming.

       You'll have to begin your city in the neighborhood of the floof plain.
       Get some Work Camps, and Chickpeas Farms up and running.  You'll need
       to give your people just about everything in this mission, so plan
       your layout carefully.  You'll need Entertainment, Religion, Magistrates,
       Healthcare, pottery, and beer.  You'll need all of those to make the
       housing levels evolve.  Without them, you'll have large areas, which
       will be commonly referred to as "slums".  You don't want that, do you?

       Build a few Tax Collector's somewhat early, because Pharaoh didn't leave
       you enough money for this mission.  I'll get back to money in a minute.

       Once you've got one Spacious Apartment, you'll introduced to the
       Education features.  For Educational structures to properly function,
       papyrus must be available.  So, build some Reed Gatherers and Papyrus
       makers.  The Reeds are grown in the marshes.  There are two areas of
       marshes on Men-nefer.  The Reeds are the "yellow" things that stick up
       in the Marsh.  Build several Reed Gatherers and Papyrus makers because
       Papyrus will be your only way of income, with the exception of Taxes.

       Once you have schools working, Trading will become available.  Perwadjyt
       will sell you bricks for your Small Mastaba, and Nekhen will buy Papyrus
       from you.  Before you can trade, you must open each trade route, and
       visit the Overseer of Commerce.  By visiting him, you will be able to
       set Papyrus to "Export" and Bricks to "Import".

       Once you have those taken care of, it's time to select an area for the
       Small Mastaba.  You will need a Storage Yard.  Set it's orders to Accept
       bricks only.  Don't let it accept anything else.  Also, set all the other
       Storage Yards in your city to "Do not Accept".  When the traders come
       into the city, they should drp off the bricks at the Designated Storage
       Yard.  When a load of bricks come in, you will be prompted with some
       information about the construction of the Small Mastaba.  Be sure you
       have at least four or five Work Camps in Men-nefer.  More will be
       helpful when clearing the ground for the Small Mastaba.  Also, some
       Bricklayers' Guilds will be needed.  They lay the bricks for the Mastaba.
       Select the area for the Mastaba to be built from the "Religious" panel
       on the interface.  Make sure it's close to the Bricklayers' Guild and
       Storage Yard.  This reduces the time for construction.  It didn't take
       me very long to complete the Mastaba.  I was importing all the bricks I
       could, and I was still waiting for bricks to be delivered.  Also, I
       had to send some Papyrus to a city, and they rewarded me with a ton of
       bricks.  Unfortunately, my Small Mastaba was finished, but I took them

       Once you finish the Mastaba, there's not much else to do.  Just wait
       for Nekhen to buy more Papyrus from you, and you should win it.  Also,
       make sure you meet the other "goals" for the mission.  "Prosperity"
       will probably be the one that is not met yet, and that's because you
       must wait until you sell more Papyrus.  Also, make sure there is low
       unemployment and fairly good housing.  Once you've met everything, you


                    |                 Goals                 |
                    | Population                 2000       |
                    | Kingdom                     70        |
                    | Prosperity                  10        |

       Welcome to Timna.  The first thing you'll find out is you are not alone.
       The Bedouins are nearby, and they don't want you to have that copper
       deposit your city is sitting on.  Pharaoh and a few other cities will
       request goods from you, so be prepared for that.  You are given a set
       time, and usually, it's not all that long, or so it seems.  Your
       Kingdom Rating will be what suffers if the goods aren't sent and
       received in the given time.  A suggestion would be to build plenty of
       Storage Yards so you wouldn't have to worry about it as much.  Copper,
       weapons, money, and gems are the main requests.  Copper is the main one,
       however, so be sure you produce plenty of it.

       One thing you should take into consideration when building your city is
       where to build it.  Well, it's hard to say.  The Copper Mines do take
       up room, as do the rocks the Copper is in.  So, you'll just have to
       make some sort of compromise.  If I can remember correctly, I built my
       city in small groups.  I wasn't able to make one huge dense housing area.
       Well, that's just from memory, I may be thinking of a different level.

       Hunting Lodges are available once again.  What's the food?  Ostriches!
       Tastes like chicken, right?  It is suggested by many that you try to
       import some food.  I also recommend doing so.  Nubt offers game meat, so
       go for that if you can!

       To stay out of debt, make Gold Mines near the rocks wher Gold protrudes.
       Place your Palace near them as well to reduce time.  As always, make
       sure you have Architects near the Gold and Copper Mines, since they are
       much more likely to collapse than other buildings.  Also, build Tax
       Collectors, and Police Stations.  I forgot to mention that in the last
       Walkthrough.  There is always crime, and the Police will help limit the

       This level requires you to build an army.  I know, you've been waiting
       for war right?  Well, a group of Archers and Infantry should fend off
       the Copper- hungry Bedouins.  Keep Pharaoh happy with his requests and
       your Kingdom Rating will rise, and you should win the level of Timna.


                    |                 Goals                 |
                    | Population                 2500       |
                    | Kingdom                     45        |
                    | Prosperity                  20        |
                    | Culture                     15        |

          |                       Monuments                         |
          | Building       | Building Materials  | Burial Goods     |
          | Medium Mastaba | 24,000 Bricks       | None             |

       Bedhet allows you to go fishing.  Wahoo! You also get to mine for gold,
       which will add to your income.  As you'll find out, gold mining isn't
       always available.

       To start fishing you'll nees a few things.  A Shipwright and a Fishing
       Wharf must be built.  The Shipwright constructs the boats for the Fishing
       Wharf.  Be sure you have wood in your Storage Yard(s).

       Trading also becomes a little more complex.  They will be coming to you
       the Nile River.  So, you must build a Dock on the river, and a Storage
       Yard or two nearby to receive and send goods.

       Mining Gold comes into play with trade.  This mission makes you build a
       Medium Mastaba, which requires more bricks than the Small Mastaba did.
       To ofset the costs of importing bricks, you will have to mine gold.  For
       the Gold to be of any use, you'll have to build a Palace once again.
       Gold isn't your only source of income.  Taxes, Papyrus, and Beer will
       help.  Papyrus and Beer are your chief exports.  You can also import
       Flax, and turn it into Linen, and export the Linen to turn a profit.

       Warships also become available.  You'll need to build a Warship Wharf,
       and make sure your Shipwright has wood.  The reason I bring this up
       is you will be attacked by enemy warships.

       Although I didn't find it necessary, you could build a group of Infantry
       or Archers in case the enemy boats get past your warships and land their

       One problem you may encounter is limited riverfront space.  You'll just
       have to work it out.  If I remember correctly, I didn't seem to have too
       trouble with it, so I'm sure you should do okay.

       Ferry Landings will issue people across the Nile.  For more information
       on the Ferry Landings, read the Pharaoh manual.


                    |                 Goals                 |
                    | Population                 2500       |
                    | Kingdom                     60        |
                    | Prosperity                  25        |
                    | Culture                     25        |

          |                       Monuments                         |
          | Building       | Building Materials  | Burial Goods     |
          | Small Mastaba  | 10,800 Bricks       | None             |
          | Small Mastaba  | 10,800 Bricks       | None             |
          | Medium Mastaba | 24,000 Bricks       | None             |

       City construction is recommended to take place on the eastern bank.
       This allows you acess to the larger flood plain.  Unfortunately, it
       won't be a source for food.  Fishing is once again your way for
       food, so build Fishing Wharves and Shipwrights.

       Trading is important in Abedju.  Most of the trading is by water,
       which will require a Dock and a Storage Yard nearby.  The majority
       of your income will come by the means of exporting Beer and Linen.

       A bridge can be built where the land masses are close.  This will allow
       reed gatherers to cross the Nile and access the Marshland, where the
       Reeds grow.  Remember Reeds are requires to make Papyrus, which you can
       export to make a little extra money.  Papyrus tends to be one of my
       favorite types of exports, but I have no idea why.  I know it's fairly
       easy to get the Reeds and turn it into Papyrus.  One thing that you
       may consider is building two docks.  It will help sometimes.  Try to
       make them right next to eachother, since the boats seem to go to which
       ever one is closer to the entry point.

       Open a trade route with Byblos to import Wood.  Wood will be required
       for the construction of the Warships.  You DON'T need a lot of it, but
       it is very expensive.

       Abedju introduces you to a new concept, brick making.  In past missions,
       you've been able to import bricks for your Mastabas.  Well, Abedju makes
       you build three of them, which takes a lot of bricks.  You'll need both
       Clay and Straw to make bricks.  It takes 100 bags of clay and 25 bundles
       of straw to make 100 bricks.  To make things easier on yourself, fulfill
       the requests for Beer, and you'll be sent bricks as a "Thank You".

       To build the Mastabas, you'll need plenty of workers.  Be sure to have
       Work Camps and Bricklayers' Guilds.  Place the Storage Yards near the
       Mastaba sites, so transporting the bricks doesn't take too long.
       Remember to only build one Mastaba at a time!  After that, use your
       Pharaoh knowledge and get the remainder of the requirements met and it's
       on to the next city!

       After I've received a bunch of emails on this level, I decided to do a
       little more investigation to see why people have trouble with this
       level, and why it can take people over 200 months on the Hard Setting.

       I ran across something someone posted, and the person's name was

       Here's what was included -

       You need five settlements, in this order:

       1.  4 Flax and 2 Barley Farms on the easily accessible floodplain near
           the kingdom road -- build one 2x2 housing block.

       2.  Reeds and Papyrus across the river, later enhanced with a little
           Flax and Barley -- build one 2x2 housing block.

       3.  Papyrus, Fish, and Industry at the south end of the Kingdom Road,
           build a few houses.

       4.  Big block at the north end of the Kingdom Road.  This is going to
           supply all the workers for your first- year export industries.
           Fill this with houses as soon as you can.

       5.  Really big block across the Nile.  This is going to supply enough
           workers for 31 brickyards.  Build the initial housing so you can
           start fishing before long.

       As settlers arrive, first build the work camp for your floodplain farms,
       then a Temple, Water Supply, Firehouse, and Architect for each big
       block, then Industry and Raw Materials become available.  Start making
       bricks and export them for a while!  This provides needed funds.  Your
       goal is to have 1000 people after one year and 2000 after two without
       going into debt.  If you do this right, you should get a good harvest
       from all six farms and export the linen and beer in the first year.

       The next priority is to provide food for everyone.  If you don't, plague
       will strike.  Import Figs and Chickpeas until your Fishing is fully
       established.  (Of course you're importing 100 fish so you don't need to
       build granaries.)

       In the dock area (3 docks, as far south as you can put them) have 3
       storage yards accepting only clay, straw, and linen.  A nearby area
       handles the lucrative land trade.  Between the docks and southern housing
       block build Brickyards, as many as you can.  The more you buil, the more
       raw materials you will import.

       Once people are fed, get the monument zone going, just to the northwest
       of the south housing block.  First build storage yards set to "get
       maximum" bricks.  These will grab the bricks you've already produced and
       stored in the land trade area.  Then start on the Medium Mastaba,
       supported by work camps and bricklayers.

       I did the Mastabas wrong, and whoever does them right is going to get
       down to 90 months.  Once the Medium one is 70% done, start the second,
       and once bricks are going onto that, start the third.

       What I'd recommend (not that I did, but I'm wiser now) is to have three
       or four storage yards set to accept bricks as close to the mastabas as
       you can.  All 31 brickyards deliver directly to these.  Keep the number
       small so that your bricks don't get spread out.  That way workers can
       always find a full load of bricks and find it without traveling.  If
       you have bricks anywhere else, set the storage yard to "empty" them.
       Avoid at all costs letting your workers travel far to get bricks.  To
       practice this, load the second save game 
       (www.tiac.net/users/bamberg/pharaoh/abydos/Abydos.zip) and see if you can
       build the last two Mastabas in less than two years.

       Late in the game, you may be able to import bricks.  Do so, but check
       carefully to be sure that you're profitable for the year.  Otherwise
       you'll have three Mastabas and no prosperity.

       My guess is that anyone who masters this level will be able to do all
       the pyramid-building levels twice as fast as the average player.  Caesar
       III experts take note -- there is nothing in the C3 career like the 
       logistical problems of handling all these bricks.

       Eventually I was limited by the size of my brickmaking industry.  I see
       no reason that 6000 people for a population and 40 bricklayers isn't
       possible.  Another obvious improvement to what I did is to produce and
       stockpile beer for Pharaoh across the Nile -- but don't let anyone but
       immigrants use that ferry!

                                  Selima Oasis

                    |                 Goals                 |
                    | Population                 3000       |
                    | Kingdom                     55        |
                    | Prosperity                  20        |
                    | Culture                     20        |

       Welcome to the next city, Selima Oasis!  Lucky for you, you've all kinds
       of Trade Route problems here, well, I guess it's not so lucky is it?

       Your economy will be dependent on exporting Wood.

       "Be sure to avoid building on ostrich spawning grounds.  No more spawning
       grounds equals no more ostriches, which equals no more food, which
       equals no more city!  You can only stretch ostrich meat so far and may
       need to supplement your people's diets with imported food." - Impressions

       You'll need to import Copper, which is expensive.  Copper will be used
       for making weapons.  You'll need some troops in Selima Oasis.  There are
       a few requests for Troops that you must fulfill.  Another request that
       will pop up is luxury goods.  Pharaoh needs his stuff!

       Another way, other than exporting Wood, to make money is exporting Beer
       and Papyrus.  As I've mentioned earlier, trade routes are a bit of a
       problem.  Distant battles keep taking them out, so be patient!


                    |                 Goals                 |
                    | Population                 4000       |
                    | Kingdom                     50        |
                    | Prosperity                  30        |
                    | Culture                     30        |

       Abu is an interesting city.  There are quite a few new things you are
       introduced to here, so I strongly suggest you read all messages and
       tutorials that pop up here so you know how everything works.

       Stone and trading are very important on this level.  Stone will be
       requested by Pharaoh, plus you can export it for profit.  The better
       you do tapping into the resources, the more money you'll make.  The
       city you make here will help you later on.

       With Stone on your mind, you may forget about your Armies.  I suggest
       that you don't.  Pharaoh will request some, so I suggest that you keep
       a few companies available.

       There's not a whole heck of a lot to do here, for a walkthrough, that is.
       Use our Pharaoh experience thus far to make Abu a thriving city.  The
       Dock should be built on the Western body of water, if I can remember

       Good luck!


                    |                 Goals                 |
                    | Population                 3500       |
                    | Kingdom                     30        |
                    | Prosperity                  15        |

   |                                 Monuments                             |
   | Building               |      Building Materials   |    Burial Goods  |
   | Medium Stepped Pyramid | Plain Stone 10,800 Bricks | Pottery - 1000   |
   |                        |                           | Linen - 500      |
   |                        |                           | Wood - 1000      |
   |                        |                           | Papyrus - 500    |
   |                        |                           | Granite - 15 Blks|

       We've got a lot of building to do!  You get to build your first pyramid!
       Excited yet?  Well, it takes quite a while to do, so be patient.

       Before I rush right into the Pyramid construction, I'd like to discuss
       food at Saqqara.  You are given two, count them, two, forms of food.
       You get ostrich and pomegranates.  Pomegranates are brand new to you,
       so you will be introduced to a new form of farming, meadow farming.
       This is somewhat different from the Floodplain farming in the fact that
       you don't need to build the farms next to the water.  Where you see
       small yellow "tufts" of things in the grass, that is where you can build
       meadow farms.  They need water, so you'll need a water lift near the
       Nile River, with an operator, as well as an irrigation ditch to the
       farm(s).  The meadow farms don't do quite as well as the floodplain farms
       due to fact that the floodplains are more fertile than the meadow farms.

       For one source of income, build Gold Mines at the north end of your
       city.  The only problem you may encounter here is those damn hyenas.
       Sometimes they have a threat of attacking your Gold Mine deliverymen.
       The Gold Mining doesn't just offer you income, but it allows you to buy
       other raw materials, so you can turn them into finished products, and
       sell them.

       Before you start to take up a lot of room here, start your pyramid.  It
       does take up some room, and it also takes a long time to make.  As with
       the Mastabas, you'll need people from Work Camps to clear the ground.
       Building a pyramid is different from building a Mastaba in a few other 
       ways.  You'll require carpenters and stonemasons.  A Carpenter's Guild
       will need to be built to supply Carpenters.  A few suggestions for the
       pyramid building would have to be to make multiply Stonemasons' Guilds
       and mine a lot of stone while the base of the pyramid is still being

       Do I accept the pomegranates as a gift?  YES!!  If you don't, it will be
       a bad mistake.  Take the gift even if you're choking on pomegranates.
       Visit the Overseer of Monuments once the pyramid is done and make sure
       you have sent all things necessary.

       Good luck!

       With all of the monument constructionm it tends to bring down your
       Prosperity and Culture ratings, so just ignore them until the pyramid
       is done.  Well, that's what I did, and I beat the level, heh.  You
       may do something different.

                                 Serabit Khadim

                             [Tables Coming Later]

       Attack!!  Yeah, that's what you'll be looking forward to in Serabit
       Khadim.  All kinds of armies will be charging through, trying to
       take you out.  Fortunately, there is a small wall constructed around
       the city, but you will still need to build some troops.  Attack isn't
       the only important thing here....copper is.

       You'll need to establish Copper Mines as soon as possible.  I recommend
       you build lots of them as well.  Pharaoh like and needs his copper, so
       be sure to have a steady supply of it in your Storage Yards.  You can
       also export the copper and use the copper to make weapons, which you'll
       need for your Infantry.

       "As with the Selima Oasis, be careful not to build over ostrich spawning
       grounds.  Exporting jewelry and excess copper will bring money to build
       up your military and supplement sparse food resources." -- Impressions

       "Invasions and requests for goods (like gems, weapons, and luxury goods)
       will grow in size with each passing year, so try to meet the win
       requirements as quickly as possible." -- Impressions


                             [Tables coming later]

       More building!  Yeah, Pharaoh gives you the opportunity to use your
       monument building skills once more.  The Stepped Pyramid Complex you
       are required to build is rather massive, which will require a lot
       of laborers and stone.  20 Work Camps will also speed up the process
       of preparing the base.

       The best thing to do in the early game is to establish a few trade
       routes, which will allow you to turn an income.  Wood and Papyrus are
       the recommended exports since they cost quite a bit to purchase.

       Place the Stepped Pyramid Complex as soon as you can.  It will allow you
       to build the remainder of your city around it.  Also, this features a
       Causeway, which must extend to the water's edge.  No traffic can flow
       through it.

       As already mentioned, you'll need stone.  You'll find plenty of room in
       the rocky areas for this.  Building plenty of quarries will help save
       you time.  With so much emphasis on the Stepped Pyramid Complex, you
       must not forget about the Small Stepped Pyramid.

       There is also a meadow area, which will allow you to build a few farms
       to feed your people who are in the quarry area.

       You aren't alone by the way.  You will need an army because you will be
       under attack a few times, so be ready.


                             [Tables coming later]

       Gold Mining is your friend.  You will have to spend your money wisely
       in this mission.  Copper is the main reason for the lack of money.
       The reason you need copper is for your Infantry.  You'll need plenty
       of troops.

       Pharaoh has also begin a large construction project, which will require
       a large amount of limestone to be sent to him, so be ready for his
       requests.  You must find a balance between troops and limestone.  You
       don't want to overproduce on one and have Pharaoh make a request for
       something you don't have, do you?  Also, beer and debens will be

       Pharaoh isn't the only one who needs troops.  In fact you will need a
       supply of them as well.  Walls and Towers can be constructed to help
       defend your city.  Use the God, Seth, to help you.  Remember that Seth
       controls armies and war, so be kind to Seth, and you may be rewarded.

       Pharaoh isn't the only person doing building.  You must build a Small
       Obelisk, which will require a supply of granite.

       As a warning for requests, be sure you have a large supply of Beer on
       hand when 2568 BC rolls around.

                                  South Dashur

                             [Tables coming later]

       If you haven't noticed, my walkthroughs are getting shorter.  Well,
       this one doesn't need to be explained too thoroughly either.  This
       mission is fairly understandable and straightforward.  The best thing
       you can do is just use your knowledge thus far and use it for this
       level.  There's nothing too challenging.

       You will, however, have to make plenty of money, because the Trade Routes
       get a bit troublesome here.

       Pharaoh will make requests for Grain, Beer, and Limestone, and in return
       you'll receive plain stone, which will be used for the Medium Bent
       Pyramid you must construct.  
       Limestone and pottery are probably your best bets for exports here, just 
       remember to keep enough limestone for your Pyramid.

                                  North Dashur

                             [Tables coming later]

       Welcome to the next busy level.  Pharaoh will keep you busy in North
       Dashur, that's for sure.

       Importing will be something you'll need to do.  You can grow Barley,
       which you can make into Beer, which is an item you can export for a
       nice amount of money.  Beer exports will be a key for offsetting your
       costs for other imports.

       Military isn't stressed too much here, with three or four Forts built,
       your city should so fine.  Copper gifts can be used for weapons for
       your infantry, with any excess going to exports.

       Storage Yards are an important thing here.  You'll need to have a nice
       supply of limestone, barley, and grain on hand for the greedy Pharaoh.
       Pharaoh will give you gifts of Plain Stone, which will be needed for the
       little construction project you have.


                             [Tables coming later]

       As you've noticed thus far, Pharaoh is making you do more and more
       as each level progresses.  Well, requests always keep you busy, so
       be sure you have plenty of Storage Yards.

       As soon as you can, start a Gold Mining community near the rocky
       outcrop with gold protruding from it.  Gold is important because it
       offers of a local Income.  Copper can also be mined, which can be used
       for weapons and an income!

       Food may be a little troublesome.  Your required population has been
       increased, which means you'll need lots of food.  Fish is the only
       local suppy of food.  So, as you've learned already, you'll have to
       import whatever food you think will please them.  I should point out
       that whatever food types they receive, don't change their mood, so
       it doesn't (actually) matter which food you decide to import.
       Whatever is the cheapest will be the logical choice.

       You are NOT alone!  The Kushites are nearby and they would like to get
       their hands on your Copper and Gold.  There really is no ONE way to
       secure your city from them.  I suggest that you have a strong Navy to
       intercept any enemy boats that wander into the city's area.  I also
       suggest that you have a strong army in case one of their boats gets past
       your Navy and lands the troops it is carrying.  You don't have to have
       more than three Forts, but it wouldn't hurt.  It all depends on your
       Navy, really.  I should warn you that they bring larger and stronger
       forces as the scenario progresses, so you could build a few extra Forts,
       but as I alreads said, a great Navy will help keep their transport boats
       from unloading their troops.

       Remember to have wood for your warships (Navy).  Being on Seth's good
       side is another important idea.  He can help destroy armies, as well
       as yours if you ignore him!  Granite should also be onhand.  I believe
       Pharaoh requested some, and you'll need to put some in the Small Mastaba
       you just created.

       If you'd like to view a saved game (not mine) for this level, go to

       Tip from Sean Hurley:  While in Iunet, the city accumulated massive 
                              wealth with a kingdom rating of 100.  So I 
			      simply raised my salary to 100 deben per 
			      month and moved it down occasionally to
                              maintain my kingdom rating. Eventually, I 
			      accumulated about 45,000 deben in my personal 
			      savings before completing the assignment.  Upon 
			      entering Rostja, I simply donated my 45,000 
			      deben to the city and found myself on a blank 
			      map with 55,000 deben.  Needless to say, I had 
			      no difficulties whatsoever. It got to where
                              the only messages I would receive were the 
			      annual Inundation reports, which are quite 
			      annoying when you don't have farms. By the time 
			      I finished the pyramid complex, my personal
			      savings were back up to an obscene amount 
			      through my extortion of the city.  I still 
			      ended with a kingdom rating of 100 through all
                              the requests to Pharaoh I fulfilled. I am now 
			      ready to glide through the next city without 
			      cheating.  The key to Pharaoh is the personal 
			      savings.  Through proper "financial management", 
			      nothing is difficult.


                             [Tables Coming Later]

       I read through the Walkthrough that Impressions did for this level, and
       it is excellent.  So, instead of trying to make up my own, I'll just use
       theirs in quotes.

       "Building an efficient city at On is a test of your ability to create
       different self-sustaining zones.  There are five landmasses here: the
       east bank, the west bank, and three islands.  The only way to access
       the west bank is to skip across the islands from the east bank."  -- Imp.

       "Begin your city by building ferries that will allow immigrants to
       access the west bank.  It is there that you should set up the first
       zone in your city.  Build some housing, Hunting Lodges, and a papyrus-
       making industry.  Build a Dock there, too.  Make sure that the ferry
       fromt he west bank to the western island has access to employees on
       both sides.  Use the western island to grow flax for linen production.
       Linen and papyrus can then be exported through the Dock on the west
       bank."  -- Imp.

       "Next, establish a quarrying community by the rocks on the east bank.
       Build a Dock there, too, and export limestone from that Dock.  You
       should now have some well-established sources of income."  -- Imp.

       "Establish a food-producing community on the middle island.  Since the
       west bank is self-sufficient, there is no reason to provide employees
       to the ferry leading from the center island to the western island until
       later in the scenario, when your entire city needs linen and papyrus.
       However, the east bank is without a source of food, so the ferries
       leading from the east bank, across the eastern island and to the middle
       island should all have access to employees and road connections.  This
       is a good place to employ your knowledge of Roadblocks.  Build a Granary
       by the limestone Quarries, and you will be able to feed your people
       there." -- Imp.

       "By ensuring that there is no way for Dock deliverymen from the east
       bank to get to the west bank, and vice versa, you will violate river
       trade, thereby making it more efficient.  Trade ships will only visit
       the west bank to buy papyrus and linen, and only visit the east bank
       to buy limestone." -- Imp.

       "The eastern island is a good location for the brick-making community.
       You'll need lots of bricks to build the three small Mastabas."  -- Imp.

       "If you use tips as a start and remember to save room for three small
       Mastabas, you should soon have a thriving city at On."  -- Imp.

       "A word of warning: you will be asked several times of gifts of
       limestone.  If you don't fulfill these requests, one of your trading
       partners will become upset and close its route, potentially cutting off
       your source of luxury goods, which you need as a burial provision.
       Either stock up on luxuries early, or be sure you don't miss these
       limestone requests." -- Imp.

       "Imp." - Impressions

       You will NOT need any military!

       A saved game file can be found at: 


                             [Tables coming later]

       You've got a challenge here.  Many people say this is one of the most
       difficult scenarios in the game, so be patient.  I read through
       Impression's Walkthrough for Pharaoh, and the first part is an excellent
       way to start off.

       "Take a moment to look at the terrain before getting started.  There are
       a few things to notice." -- Imp.

       "First of all, despite the presence of flood plain here, you cannot build
       farms.  So, take a look around and locate the ostrich breeding grounds,
       because your people are going to be eating a lot of ostrich meat!  Be
       particularly careful when placing the Pyramid Complex not to cordon off
       the ostriches on the western bank of the main Nile branch here.  You will
       need to be able to access them for food." -- Imp.

       "Secondly, notice that all of the rocky areas are at the western edge of
       the play area.  You will need A LOT of plain stone for Khufu's Pyramid
       Complex, not to mention the medium Pyramid that you have to build for
       Khafra too.  You will also need to mine lots of gemstones and create lots
       of luxury goods (jewelry) for export.  These are your main sources of
       income and should be attended to from an early stage." -- Imp.

       "Finally, suitable areas for Dock placement are a long way from the
       mining areas, so try to devise a system to efficiency move gemstones
       and jewelry for exportation.  Instead of making Dock deliverymen come
       to the mines to get gems, make the gems available near the Dock.  Build
       Storage Yards to "Get" gems." -- Imp.

       The first two aspects I'd suggest concentrating on would be money and
       military.  You will be attacked fairly early.  Keep two companies
       of Archers and Infantry around to fend off anyone who doesn't like you.

       Gems are something that must be mined and stored in excess.  Keeping 2
       to 3000 gems around is a great idea due to requests.  DO NOT forget
       Tax Collectors!  They will pick up any taxes owed, which will help you
       through the tough times.  Try to export anything you can to make a profit.
       Money is important here because of all the stone you'll need.

       Okay, monument building will take a while.  I'd suggest starting out with
       the Sphinx.  Once you've got that finished, and you have an efficient
       city, you can start on the other two.  You must carefully plan where to
       place the other two monuments, because your city could be in a bad spot
       and not allow you to build a monument, which would make you lose the
       scenario if you can't figure out how to build it.

       After that, it's just a matter of time when the workers finish the
       construction of the monuments.  Good luck!

                                 Bahariya Oasis

                             [Tables coming later]

       One word: Wood!  Yeah, wood is important here.  Exporting wood is a
       very important way to make money.  Exporting wood will allow you to
       import other raw materials, which you can refine into other goods.

       The military is a little sneaky here.  Usually, there will be little
       pop-ups that tell you how much longer until the next military group
       attacks your city.  Instead, they just attack...no pop-ups.  I
       suggest looking at the Military Advisor, who will show if an enemy army
       is approaching.  Three companies of both Archers and Infantry will
       get you through the military aspect of this level with no problem.

       A few other items you'll need to import are Copper and Sandstone.  Copper
       is used to make weapons for your Infantry.  Sandstone will be used for
       your Sun Temple.

       A few folks I talked to had a problem with unemployment on this level.
       They decided to turn Bahariya Oasis into a Linen distribution point.
       This is an excellent idea. Importing flax will be required.

       A saved game example can be found at


                             [Tables coming later]

       Pharaoh will make serveral requests in the beginning.  Fulfilling his
       requests will open trade routes, which you will need to get items, which
       will allow you to win.  Game meat, grain, and wood should be stockpiled
       for the simple reason that Pharaoh will be requesting things.

       Importing sandstone will be the most boring part of this level.  It does
       take a while, so be patient.  Money will be important, so exporting wood
       and papyrus will help you.  I must say that Wood is the primary export
       due to the amount you have and the amount of money you can get for
       trading it.

       A saved game example can be found at:

                                  Dunqul Oasis

                             [Tables coming later]

       The condition of the ground makes this a little more difficult, or some
       say.  Careful planning is the key to making a fair amount of money and
       maintaining an economy.

       Granite, game meat, and weapons will be asked for here, so keep a nice
       supply in storage for those times.

       The main thing you have to do it stay out of debt.  Doing that is a
       little hard, but having a few constant exports will help allow you do

                                  Dakhla Oasis

                             [Tables coming later]

       "The first struggle at Dakhla is to get immigrants past the hyenas and
       into the city.  There is a simple solution to this - designate housing 
       areas that will prompt immigrants to travel south of the oasis to get 
       to the housing.  A good rule of thumb is to establish areas of housing 
       south of the road that leads northwest out of the region.  If the 
       hyenas continue to plague you, build some Forts, and use the military
       to send the hyenas to the 'Field of Reeds.'

       By this stage in the game, you should be able to recognize your biggest 
       initial source of income and build the beginnings of your city around 
       exports of that good -- in this case, wood.  However, do not forget to 
       pay attention to other goods that your city can produce because other 
       cities will inevitably request them.  Make sure that you are producing 
       and storing beer, bricks, grain, and wood before the scenario progresse
       too far.  Pre-emptive stockpiling is a good economic tactic for Pharaoh.

       Granite is needed for construction of the small Obelisk, but will only 
       become available through fulfilling the needs of your fellow Egyptians.
       As soon as it does become available, begin importing it.  You will need
       100 granite blocks stored before you can begin work on the Obelisk.

       If you are able to successfully manage the economics of the Dakhla 
       Oasis, you are well on your way to becoming a master of Pharaoh."

       - This was taken from http://pharaoh1.com


                             [Tables coming later]

       The first thing many people say is that you must save your game often,
       as you will need to do because this is one of the hardest levels of
       the game, if not the hardest.

       "You are stuck between two warring factions who struggle for supremacy of
       Egypt: the rulers of Henen-nesw and the rulers of Waset.  You will be 
       asked to take sides.  Thinis is being rebuilt by the rulers of Waset, 
       which makes them the "good guys". Don't accept gifts (however tempting) 
       when Henen-nesw tries to bribe you, and don't give in to their extortion 

       Be scrupulously true to your Waset allies, or you will set off a series 
       of events that will send army after army to destroy your city. Your 
       choices may not make you popular, but it's easier to rebuild your  
       Kingdom Rating than it is to rebuild your city after it's been sacked!  
       This is a heavy combat mission, so regardless of your choices, you'll 
       still need soldiers.

       Lots of soldiers.

       Multiple invasions will occur, and sometimes they'll overlap, so you'll 
       be fighting two enemies at once!  One way to reduce your losses is to 
       use your warships to take out enemy transport ships before they land 
       their troops.

       You might have to go into debt for a while, but as long as you can set
       up Gold Mines in a timely fashion, you shouldn't have any lasting 
       problems.  Mining gold should be one of your first priorities.  You'll 
       need it to pay for the copper you'll need to import.  Don't overlook 
       beer, though.  Exports of that can be just as lucrative.

       Take advantage of the road system.  With a little adjustment and 
       carefully placed housing and roadblocks, you'll be in a position to 
       harvest every resource the city has to offer.

       You start out with high unemployment, so no one wants to come to your 
       city.  Try clearing some of the housing (like the housing outside the 
       Fort) until there's no unemployment, then you can start building new 
       housing to attract workers to the areas you want to develop.

       Requests aren't made often, but when they are, look out.  You may have 
       to come up with a heap of pottery - or worse - dispatch troops during 
       a mission where every soldier counts.

       If you can make it through the first 15 years or so, the invasions 
       should taper off, and you can concentrate on meeting the winning 
       requirements.  The most difficult of these will be your Kingdom 
       Rating, which will most likely be at rock bottom.  Don't forget to 
       dispatch a gift or two (at most) every year to Pharaoh and hold lots 
       of festivals to Ra."

       - parts are taken from http://pharaoh1.com


                             [Tables coming later]

       You've got one heck of a challenge here.  Not only do you have to make
       your own city a great placem but you must worry about other cities, and
       you'll be asked for plenty of supplies.

       You will need to build both an Army and Navy, and make them formidable!

       "Your initial settlement should be three-pronged.  Build a gold mining
       camp and a City Palace near the gold resources at the northern end of 
       the river.  When funds are suitable, build a farming community directly
       across the river from there, employing both floodplain and meadow 
       farming tactics.  Then, build a fishing community on the island at the 
       south end of the river.  Make sure that you are providing your mining 
       community with food so that they do not develop disease.  Finally, to 
       prepare yourself to fill requests, stockpile half a Storage Yard of 
       each of the food types.

       As long as your city is well established and your military is prepared
       by the time Henen-nesw begins trying to extort money from you, 
       completing the Waset scenario should be no problem."

       - taken from http://pharaoh1.com


                             [Tables coming later]

       "Begin your struggle to reunite Egypt by cleaning up your recently
       ransacked city.  Clear away rubble and area desirability will improve.
       If you are wondering what buildings used to be there, right-click on 
       the rubble before deleting it.  There are valuable resources here 
       that you cannot do without; therefore, do no destroy everything, 
       or you will definitely lose.  Most importantly, make sure that you 
       have a Granary and a Storage Yard.

       Be aware of three things at first: there are allocation priorities 
       pre-set by the Overseer of Workers, the gods are displeased, and 
       you do not need to import clay because your city can produce its own.

       Your most profitable export is copper, so start mining!  Buhen buys 
       copper.  If you decide to build Gold Mines, make sure that the City 
       Palace is near them.  As soon as your copper exporting becomes stable, 
       begin making weapons.  You will need a lot of them to replenish your 
       army and to send to other cities per their requests.

       Expect an early invasion.  Assuming you continue to support your 
       military labor pool, you should have two complete companies of
       archers (from the pre-placed Forts) by the time the invasion comes.  
       If you have the money, add a few Towers to the existing Walls. The 
       first invasion comes from the north, on the west bank.

       The invasions continue, giving your army only a little time to 
       recover between attacks.  There is also a water invasion, so make 
       certain to have some warships.  Be aware of land invasions from the 
       east bank, too!  Either provide transport ships for moving troops 
       across the river, or build Forts on the east bank.  It's probably a 
       good idea to do both.  You can use the transport ships later for 
       dispatching troops to distant battles, so they are useful to have 

       When things settle down a little, consider beginning work on the 
       monuments.  You have to build two small Obelisks and one large one 
       in Kebet.  That's a lot of granite!  If you need extra income, you 
       can sell granite to Buhen.

       As long as you do everything possible to support your military, your 
       growing city at Kebet should be able to effectively repel all 
       invasions.  Balancing the need for military resources without going 
       into too much debt is the biggest challenge here, but it is 
       definitely surmountable."

       - Taken from http://pharaoh1.com


                             [Tables coming later]

       "Your initial task at Menat Khufu should be to expand the scope of the
       farming and prepare to fill famine requests for food.  Assuming this 
       is done quickly enough, and a few Storage Yards are set up to receive
       the food, you should be able to meet all of the requests in a timely 
       fashion.  You may have to sacrifice giving your own city food during 
       the first year to fulfill the needs of other Egyptian cities suffering 
       famine.  Do not hesitate to do so.

       Once food production is adequate, begin establishing beer and linen 
       industries.  Beer and linen are needed by your people, are valuable 
       exports and are needed to replenish the burial provisions stolen from
       the Pyramid in your city.  Income received from exports should be used
       to purchase the granite and wood needed to construct two small Obelisks
       in your city.

       Efficient city layout and centralized exporting will help you overcome
       some of the geographical limitations of the Menat Khufu region.  If 
       you ensure high-quality floods by appeasing Osiris (a Temple Complex 
       dedicated to him is invaluable!), filling famine requests will be 
       significantly easier."

       - Taken from http://pharaoh1.com


                             [Tables coming later]

       "This mission will require you to concentrate on economics and large 
       city management.  Start exporting linen to create income.  You can 
       also expand your city across the river to take advantage of the reed 
       fields.  These reeds can be turned into lucrative papyrus exports.

       You'll receive plenty of requests for goods, starting relatively 
       early in the mission.  Have grain, pottery, bricks, limestone, 
       and meat on hand.

       Itjtawy has problems with water contamination, so make sure you 
       have plenty of physicians and apothecaries to keep your population 

       As long as you keep meeting requests and keep making a profit from 
       exports, you will be able to expand your city steadily.  There's a 
       lot of space in the play area, and you'll need it to get your city's 
       population to 7,500 people.  Think about prefabricated city blocks.  
       That is, design a city block that is more or less self-sufficient 
       (water, food, religion, health, infrastructure, etc.). Make sure to
       leave some empty space in the design for structures you might not 
       need right away (Courthouses, Libraries, Mortuaries, etc.), but 
       will want to add later.  As your city grows, add an identical block 
       next to it.  When the second block is running smoothly, add a third, 
       and so on.  It's a great way to keep your city organized and manageable.

       Then you'll be in a position to start closing in on your city's other 
       goals like prosperity, culture, and the three monuments you need to 
       build.  Don't forget the housing requirement!"

       - Taken from http://pharaoh1.com


                             [Tables coming later]

       "This large area sees frequent military activity.  The problem here is 
       that there are several places where the potential invaders might 
       attack.  Depending on where you decide to build, some of the 
       waterborne invasion forces might land on an unoccupied island.  If 
       they do, you are in luck: they will eventually get bored and go away.

       Don't count on enemy soldiers meekly going away too often, though. 
       Eventually, you'll  probably expand your city onto some of the 
       islands.  You can place Forts on island settlements to guard them, 
       or build Transport Wharves to shuttle troops around.  The latter can 
       take a lot of time, so you'll have to figure out a layout that will 
       allow you to respond to threats in a timely manner.

       Invasions begin within the first few years of the mission.  You 
       should try to bring your military to maximum strength as soon as 
       possible, because the Kushites will attack in large numbers.

       A strong naval presence will be necessary.  Always remember to 
       target enemy transport ships first.  Remember that when it comes 
       to conducting warfare, a little help from Seth never hurts!

       Requests for goods such as game meat, debens, linen, and barley will 
       demand your attention.  Fulfilling these requests will improve your 
       Kingdom Rating, create new trade routes, and sometimes earn you 
       gifts of valuable copper. Be sure to help out the new city of Sawu 
       whenever possible.

       Fortunately, there are rich deposits of gold in the area, and 
       harnessing these deposits should be done as early as possible.  
       Natural resources are spread throughout the region, so you may have 
       to build separate communities simultaneously to take advantage of the 
       land's resources.

       Once you've got your economy and military running smoothly, the only 
       other major task will be meeting the population requirement.  Eight 
       thousand is a lot of people, so manage your space carefully!"

       - Taken from http://pharaoh1.com


                             [Tables coming later]

       "There are several ways to begin establishing a city in Sawu, so keep a 
       few things in mind:

       - The location of your initial settlement is important.  Choose a site 
         that maximizes resource availability.

       - In Sawu you will be in the business of importing raw materials and 
         exporting finished goods.  Other Egyptian cities will expect certain
         services from you; after all, you are Pharaoh.  Be prepared to fill
	 some early and large requests for manufactured goods.

       - Mine some copper and make some weapons as soon as you can.  Not only 
         will you need to dispatch weapons to other cities and send off troops 
	 to distant battles, but you will also need to defend the city from 
	 invasions.  Make sure that you have some transport ships and warships
	 for dispatching troops via ship and defending against sea-borne 
	 attacks.  Invasions could come from any direction.  Troops are also 
	 handy for ridding the area of hyenas.

       - Keep in mind that you will need to import sandstone for Mausoleum 
         construction, and provide bricks and limestone for the Brick-core 

       Prove to your people that you are worthy of the title Pharaoh."

       - Taken from http://pharaoh1.com


                             [Tables coming later]

       "Heh will pull your resources in many directions at once.  In the 
       beginning, you will need to balance mining gold with food production 
       and military requests.

       Defending distant cities is essential and, provided your troops are 
       victorious,  will always result in benefits. Remember, you can 
       dispatch a combination of both warships and transport ships carrying 
       soldiers.  Requests for military support come frequently, sometimes 
       while you still have troops abroad.  It's a good idea to continue to 
       build ships and Forts while your forces are away.

       If you can spare them, keep some troops at home in case the Nubians
       try to conquer your city.  Watch out for invasions that come from 
       both land and water.

       Usable land is scarce, so plan carefully and consider expanding to 
       the opposite bank of the Nile.  Use archers to sterilize hyena 
       spawning grounds; otherwise, they will continue to kill your city 
       walkers and interrupt the flow of goods and services."

       - Taken from http://pharaoh1.com


                             [Tables coming later]

       "Immigrants will enter the city on the road shown when the scenario 
       is first started, at the southern edge of the play area.  The first 
       few years here will be quiet, so use them to fill up your treasury 
       through wood exports.

       To provide all of the services needed to develop four Palatial Estates
       you will need a medium-sized city.  Most likely, this will require you 
       to expand your city across the river.  Useful coastline is not abundant 
       and should be used in the most efficient manner possible.  Do not forget 
       to build a transport ship or two for dispatching troops to distant 

       Palatial Estates are difficult to develop, but definitely not 
       impossible.  The good news is that building four of them is almost 
       as easy as building one of them.  It's the first one that's the 
       hardest, though.  Remember one very important key to developing 
       prosperous neighborhoods: nice housing takes up more space than lesser 
       housing.  Surround housing that you are pampering with Gardens, which 
       raise the desirability of the area.  Houses will expand onto Gardens, 
       but they cannot expand over Statues.  If a house is trying to evolve 
       and claims to not have enough room, try deleting the houses, roads, 
       and/or other buildings that are cramping it.  You really have to cater
       to nice housing.  If you ignore it for more than a few minutes, it will 
       likely devolve.  Use the overlays to make sure that all necessary 
       services are being provided.

       The other challenge in Bubastis is to provide enough services to your
       citizens to achieve a Prosperity Rating of 85.  Check the Overseer of 
       Ratings frequently to find out what is needed to further raise your 
       city's ratings, and then use the overlays to discover which parts of 
       your city may be missing vital services.

       Remember, you have to build 2 large Obelisks, too."

       - Taken from http://pharaoh1.com


                             [Tables coming later]
       "This region has a previously built small Brick-core Pyramid that has 
       been robbed by Hyksos invaders.  It is your job to reclaim the area 
       and restock the Pyramid with burial provisions, all the while keeping 
       an eye out for more Hyksos invasions.

       Resist the temptation to build your city around the Pyramid, which 
       lies to the south.  Instead, concentrate on the northeastern portion 
       of the mainland that contains farmland.  Start your city along that 
       strip of fertile land, making sure not to build too close to the 
       northern edge where an invading army might suddenly appear.  
       Eventually, you will want to build Docks for trade and Wharves for 
       combat ships; available coastlines are just below the eastern strip 
       of floodplain, so it is best to start there and spread your city 
       north and south from that point.

       After you provide for your citizens' basic needs you will want to 
       establish trade routes to start making money - the sooner the better.
       You can produce beer right away, and a couple of cities are willing 
       to buy it.  Use any spare arable land to grow barley and build 
       breweries to begin brewing beer.  Both Itjtawy and Men-nefer will
       buy beer from you.  Open the trade route to Men-nefer first; the 
       route is less expensive to open than the route to Itjtawy, and it's 
       a land trade route, so you won't need a Dock yet.

       Don't wait until you hear about a possible invasion to start building 
       an army.  This is hostile territory and you can expect many invasions 
       as well as requests for troops to be sent to other cities.  Don't 
       forget to build transport ships.

       You have the rare luxury of having the monument already built for you, 
       so your main task is to build a strong, prosperous city and restock 
       the Pyramid.  You will have to import almost all of the raw materials 
       for the items that you require.  Resupplying the Pyramid should not 
       prove to be difficult.

       You also don't really need to cross the river to the east.  You don't 
       need to mine plain stone, and there is plenty of farmland on the 

       As long as you maintain an adequate army and continue to make enough 
       money to import resources, you should be able to complete this 
       scenario successfully."

       - Taken from http://pharaoh1.com


                             [Tables coming later]

       "There are two things to be aware of in this mission.  The first is 
       that there is no rescue gift if you run out of cash.  Set up exports 
       immediately and then tend to other matters.  It is absolutely crucial 
       that you establish a source of sustainable income before you begin to 

       Secondly, the three Pyramids take up a lot of room.  Planning for 
       their placement from the beginning is important, or you may discover 
       that you have not left enough room for them.  It looks nice if one is 
       on the landmass that becomes an island during the flood.  If you choose 
       to place one here, access the island by ferry from the northern bank 
       of the river to avoid isolating part of your city during flood months.

       Be prepared for some requests for food.  The abundance of flood 
       plain in Sauty makes meeting these requests simple, if you are 
       adequately prepared.

       Like many of the scenarios with monuments, plan on shifting the 
       focus of your economy after the Pyramids are constructed.  
       Achieving high levels of prosperity and culture is much less of a 
       burden when monument-related industry is eliminated.

       Don't forget to watch out for the crocodiles!"

       - Taken from http://pharaoh1.com


                             [Tables coming later]

       "Don't let the large amount of starting debens lull you into a false 
       sense of security.  Defending Byblos properly is expensive, and your 
       trade opportunities are initially quite limited.  Spend wisely!

       Begin by building up in the southwestern corner within the walled-in 
       area to take advantage of the grassy area (for water access).  Also, 
       build up around the already developed area just south of the walled 
       area along the coast.

       Concentrate on the necessities first: food, income, and defenses:

       - Food.  Fishing wharves will be the only source of food you will 
         need in Byblos.  Place enough to supply a small city, but be sure
	 to leave enough room for Warship Wharves for later on.

       - Income.  Your best and easiest source of income will be gold 
         mining.  Place a healthy number of Gold Mines on the western side 
	 of the ore-bearing rocks.  Leave some room for Copper Mines (two or 
	 three should suffice) for weapons for infantry (you'll need them).

       - Defenses.  Place Towers at the northernmost corner of the Walls
         and, eventually, near the mines and trees. You will be attacked at
	 these two locations first.  Also, prepare to have at least three
	 warships to ward off enemy transport ships.  Tip:  NEVER allow
	 transport ships to unload.  Take them out first and fast!  Start
	 first with an Archer Fort. Because they do not require any supplies
	 (e.g., weapons or chariots), you can quickly field a full company
	 for initial defense. Build either a Chariot or Infantry Fort to
	 support the archers' efforts.  Be sure to build the industries and
	 procure the raw materials you need to equip charioteers and
	 infantrymen. You might also want to place your initial Forts just
	 to the north of the northern Walls.

       You have three Obelisks to erect, so open up the trade route to Abu 
       and begin importing granite as soon as you can.  Building three 
       Obelisks can be time consuming, so the sooner you start the better 
       off you'll be.

       As the game progresses you should find that the southern Walls do not 
       really provide any sort of defensive function, so feel free to tear 
       them down to make room for expanding your city (start with southwestern

       You will only need a couple of Forts at the beginning of the mission 
       for city defense, but it won't be long before you start receiving 
       requests for military aid from neighboring cities. Keep in mind that 
       all six Forts will most likely become a necessity to cover both 
       domestic and distant battles.  Build two of each type of Fort.

       When you find your space is becoming limited within the Walls of 
       your city and just south of them, you might want to consider 
       expanding in a northwest direction towards the river.  This is a 
       relatively safe area to expand into.  The six forts, along with the 
       city's Towers, should provide the city with all the protection it 
       needs.   Consider tearing down any unneeded Walls to encourage city 
       growth and development.

       Requests to be ready for: wood, fish, chariots and troops.

       Rewards for fulfilling requests:
       - Trade route to Rowarty opens (Sells: pomegranates, pottery, flax, 
         bricks, beer, papyrus.  Buys:  gems, sandstone, copper).  You will 
	 now be able to sell copper to supplement your income rather nicely.  
	 In fact, copper exports can be so lucrative that you might want to 
	 replace some of your Gold Mines.

       - Trade route to Heh opens  (Sells: chickpeas, luxury goods, gems.  
         Buys:  weapons, beer, wood, copper, pottery, linen, papyrus).

       You should now import flax from Rowarty so you can produce linen to 
       sell to Heh, along with surplus weapons and copper.

       With the ability to trade with both Rowarty and Heh, your financial 
       problems should quickly fade away which, in turn, should expedite 
       closing in on your kingdom, prosperity, culture, and population goals."

       - Taken from http://pharaoh1.com


                             [Tables coming later]

       "To found your city at Baki, look for an area where you will have 
       early access to gold, copper, gemstones, and game meat.  There are 
       several such locations within the play area; some are more 
       appropriate than others because of their proximity to the river.  
       Begin stockpiling goods for both economic and military request 
       fulfillment as soon as possible.

       Then, as with any city, isolate the industries that will provide 
       your city with income.  This is less of an issue here because of 
       the amount of gold available, but, nevertheless, is wise.  Establish 
       a large center of food production when the opportunity arises - you 
       will have to feed 10,000 people.  You will also need to develop an 
       efficient method of moving different types of food to all corners of 
       the play area.  This is necessary for ensuring a prosperous environment.

       Straw and limestone will have to be imported to produce the materials 
       needed for the Brick-core Pyramids.  Sandstone for the Mausoleum is 
       available for quarrying.  Be careful that a bottleneck is not formed 
       near the Dock areas.  Isolating self-sufficient city sectors from each 
       other can be a useful way of handling trade problems, but can also 
       deprive certain sectors of goods they require to prosper.

       Baki provides a large canvas for the construction of an economic 
       powerhouse.  Successfully completing this scenario requires taking 
       advantage of all of the resources available, supporting a strong army 
       for dispatch, and meeting the needs of all requesting Egyptian cities.

       Baki is the penultimate scenario, yet is merely a warm-up for the 
       final mission.  By this point in the game, you should have a firm 
       grasp on efficient housing and production schemes.  Concentrate on 
       perfecting your city design skills.  You're going to need them…"

       - Taken from http://pharaoh1.com


                             [Tables coming later]

       "There is no shortage of invasions in this scenario.  The fierce Sea 
       People dominate the waters with their powerful ships.  Expect them to 
       start paying you visits within the first few years.  You'll have to 
       build the maximum number of warships you're allowed.  And even then, 
       you'll often be outnumbered.

       Try using one of your ships to lure the enemy warships away from 
       their transport ships, then have the rest of your ships move in for 
       the kill. If you can't sink their transport ships, make sure you have
       plenty of troops to greet them when they land.

       You'll have to expand your city on more than one body of land in 
       the play area.  If the Sea People land on an island while your 
       troops are on another, you're in trouble.  By the time you transport 
       your troops to stop them, it might too late.  You might not even be 
       able to move troops at all if enemy ships have sunk your transport 
       ships!  So, it's a good idea to place Forts on each island you're 

       Elsewhere in the kingdom battles are raging, and you'll need to 
       dispatch troops often.  If your armies are victorious, they will 
       help make new trade routes available.  These routes are crucial for 
       goods such as copper and a second type of luxury good (required to 
       support the Stately Manors you need to win).  You'll have to send 
       troops on several occasions to keep these routes open.

       Aside from shipbuilding, there's not much call for wood, so you can 
       clear most of the forests to make room for your city.  Papyrus, beer 
       and linen will be your main sources of income.  Multiple Docks will
       keep the flow of trade ships smooth.

       Land management is a key issue in this mission.  The islands don't 
       offer a lot of room.  Keep most structures inland, as the waterfront 
       property should be reserved for the Wharves, Docks, and ferries 
       crucial to this scenario.  On top of that, you have to set aside 
       room for your monuments.

       The large central body of land offers the best place to build the 
       majority of your city.  You can expand to the land to the West if 
       necessary.  Even though the terrain is irregular and broken up, 
       prefabricated city blocks can still be used effectively.  Try to 
       avoid building near the hippos.  They are prone to rampages that 
       kill your city walkers, disrupting city services."

       - Taken from http://pharaoh1.com


                             [Tables coming later]

       "Only two cities are willing to trade with you when you found 
       Hetepsensusret: Dakhla Oasis and Baki.  You must rely upon what they 
       are willing to buy in order to survive, as funding here is limited.  
       To be straightforward, start making a lot of papyrus. It will be your 
       lifeline throughout this scenario.  Due to the limited initial funding, 
       your city must export from the very beginning if it is to survive and 
       grow. And grow it must, and soon…

       Satisfying the needs of your fellow Egyptian cities will entice them 
       to trade with you.  Beware, though. If you fail to meet their 
       requirements in a timely fashion, it may be a long time before they 
       give you another chance to prove your worth.  Requests will be for 
       everything you possess and can manufacture, including all types of 
       food.  By serving Egypt you will serve yourself.

       Choosing a proper place to begin your city is crucial.  Find a 
       location where you have access to as many resources as possible, 
       namely, game meat, wood, reeds, fish, clay, and grain.

       Before you build too much, make sure you take the time to scout out 
       a location for the large Brick-core Pyramid Complex.  It requires a 
       lot of space and has a causeway.  Building it as close to the point 
       (and the water) on the main landmass is probably the best option.  
       However, before you delve into monument construction, know one thing: 
       it will take an enormous amount of resources and a very long time to 
       build the Pyramid Complex, so consider carefully which monument you 
       wish you build first.  Begin manufacturing bricks as soon as you can.

       Finally, as the years pass and your city grows, one thing will become 
       clear - the amount of money in your coffers makes absolutely no 
       difference if your city is not well designed.  To achieve Prosperity 
       and Culture Ratings of 80 with a population of 12,000 requires very 
       careful building placement.  Consult your Ratings Overseer to 
       determine what is lacking and your overlays to find city sectors in 
       need of attention."

       - Taken from http://pharaoh1.com

                                 City Problems


  There are two types of animals, those you can hunt, and those that hunt you.
  The ones you hunt are Ostriches, Antelopes, and Birds.  The ones that hunt you
  are Crocodiles, Hyenas, and Hippopotamus'.  In general you should try to avoid
  the second type of animal, but odds are you will encounter them eventually.
  When these animals encounter your people, they will kill them.  This gets
  really annoying when they kill a worker who was carrying a valuable cargo.  My
  favorite defense against them is the Tower.

  Build a 2x2 wall and put it next to a road.  Make sure it is far enough away
  from your settlements to avoid the negative reactions people have towards
  towers.  Then build a tower on it.  You also have to have a recruiter in your
  city.  Also note that the tower must be connected by a road to the recruiter.
  Not a direct connection, but there must be at least some roads from tower to
  recruiter.  If possible, build 2 or 3 towers.  Now whenever the animals get
  too close, your guards will javelin them to death.

    Note:  You can never completely get rid of animals (except the Hyena), they
           will regenerate!

  One thing that may happen to you as your city grows is that you will
  essentially build over the animal breeding grounds.  You can't actually build
  on the grounds itself, but what you can do is to trap all the animals in a
  1x1 square, where they can't move, and you can't hunt them.

Trading Food / Requests for Food

  Your city may not have the food resources that you need to survive.  Not to
  worry, you can always buy food.  First you need a Storage Yard.  Then right
  click the storage yard, and click "Special Orders".  Now go up to the food
  that you want to buy and click where it says "Do Not Accept" and it will
  change to "Accept All".  If you click it again it becomes "Get Maximum", which
  means that Storage Yard will go out and get that item from all the other
  storage yards.  Also note the arrows by the Item, those allot space in the
  Storage Yard, 1/4, 1/2 or 3/4 of the Yard for that item.  If a Storage Yard is
  requesting food, all that type of food will be diverted there, meaning that
  the Granaries will NOT receive that food!  To have the granaries pick up the
  food, go to the Granary, right click, Special Orders, and have them Get
  Maximum of that food.

  If you are stockpiling food for a Request, be sure to turn OFF the Accept All
  on the Storage Yard after you fulfill the request, or all that food will be
  sent to the Storage Yard.

  When you import food into a Storage Yard, your bazaar workers can pick it up
  directly from the Yard, it does not need to be taken to a Granary.


  Fire occurs only when your Fire Marshals didn't get to a house quick enough,
  and it caught fire.  Which means that you probably didn't have enough Fire
  Marshals to begin with!  First thing's first, build more Firehouses.  They
  don't really need to be near the fire, just close enough so that they can send
  in some Fire Marshals to battle the blaze.

  Now, the fire will spread, even if you have lots of Firehouses and Marshals,
  so you MAY have to demolish any nearby buildings.  Not fun, but something that
  you MAY have to do.  I say that you may because you don't have to destroy
  a building if you think the fire will be out quickly enough.

    Note:  Even though "buildings" such as the Festival Square have no risk of 
           fire they can CATCH on fire if they are adjacent to a burning 

  You do not have to destroy roads/plazas/gardens/statues as they can't catch on


  Crime is a very serious problem in a city.  Criminals will appear out of
  houses, run towards a palace (maybe even YOUR palace!) and rob it.  This is
  very serious as it indicates that your city is NOT a good place to live.  Not
  only that, but now you have less money with which to improve the city!

  Obviously Police Stations and Courthouses can HELP reduce the likelihood of
  crime in your city, and Constables can stop criminals if they find them on the
  street, but that isn't the ideal solution.  Crime is caused mainly by low
  city sentiment.  Low wages, high taxes, high unemployment, and general
  dissatisfaction in the city cause crime.

  So to prevent crime from even happening, keep wages up at least to the
  Kingdom Level (or higher if you can afford it), keep taxes low ESPECIALLY at
  the start of the scenario.  You may be tempted to raise them early to get
  extra money, but taxes don't yield much money until you get closer to Estates 
  anyway.  Keep unemployment between 5 and 10 percent.  This gives you plenty
  of extra workers if you need to construct new industries, armies, monuments,
  but is low enough to avoid dissatisfaction.  And above all keep the people
  entertained and get them access to religious services.  Festivals are
  especially important.  Try to hold them every year at least, if two years
  have gone by, you may need to hold another one (of course by then it might be
  more important to hold the festival for a displeased god).


  Eventually it will happen, you will be invaded by someone, be it the Nubians,
  Lybians, or Bedouins.  You will be given plenty of notice to prepare for their
  coming, whatever the state of your military.  As soon as you are informed of
  an invasion check out the state of your armies, if you don't have any, build
  at least an archer company.  Save the game!

    Tip:  To be extra well informed, save the game, then run the game at top 
          speed, ignoring the city.  Once the enemy invades, note where they
          invade, and with how many troops.  This allows you to customize your
          response so that you don't over or under prepare for them.

  Build walls to protect sensitive areas in your city.  The best places to build 
  walls are at the edges of the map, as that keeps their armies well away from
  your city.  Build plenty of towers on the wall (which requires that you have
  built a 2x thick wall), but you don't need to cover the wall in nothing but
  towers, as each tower sends sentries out onto the wall.  If you used the
  previous tip, or the army has invaded you before (they TEND TO invade the same 
  way every time, but not always) you want to build your wall in a triangle
  with the open end where their army comes in.  This allows almost all of your
  towers to attack them at the same time creating a kill-zone that can eliminate
  the army quickly and effectively.  This takes advantage of how the enemy 
  armies appear, 1 soldier at a time.  If your towers are in range of the exact
  spot that they appear, you could kill them all before they can even attack.

  However, you may not always be able to get walls up in time, and maybe your
  army isn't sufficient to beat them--maybe you don't even HAVE an army!  What
  do you do then?  Build as many Police Stations as close to the army as you 
  can!  Constables aren't the best defence, but if you have no choice, they are
  better than nothing!

                        Frequently Asked Questions (FAQs)

    Note: A number of these were taken from http://pharaoh.heavengames.com for
    particular reasons.

| Q:  Pharaoh just requested (something) that I don't have, neither can I      |
|     produce it, nor import it.  What gives?                                  |
|                                                                              |
| A:  Not every request can be fulfilled, unfortunately.  You'll just have to  |
|     take the hit in Kingdom Rating and try to fulfill the next request.      |
|     Remember that you have a LOT of time to get that Kingdom rating up, so   |
|     don't sweat it if you miss a request.                                    |
| Q:  I have bricks, and bricklayers are waiting on the monument; so, why      |
|     aren't they getting delivered?                                           |
|                                                                              |
| A:  You either don't have enough laborers, or the laborer is on the way      |
|     there, and simply has too far to walk.  Try building a work camp closer  |
|     to the Storage Yard, or if you need to, build several.  Another problem  |
|     is that unemployment could impact monument production, if that is the    |
|     case, try to get more people into the city.                              |
| Q:  Why are my deliverymen just standing around?                             |
|                                                                              |
| A:  Could be several things (they're all related, but a little different).   |
|     It is usually because they don't have anywhere to put the goods.  Maybe  |
|     your storage yard is full, or maybe your storage yard does not have      |
|     enough employees to accept any more goods.  Another thing that could be  |
|     wrong is that two deliverymen were going to the same place (say one is   |
|     taking clay from the clay pit, and the other was taking it from a        |
|     storage yard, both going to a potter), and one got there first (or the   |
|     computer just computes that he'll get there first), so the other one     |
|     waits for another potter to need clay before leaving.  In the mean time  |
|     he'll just stand there, waiting.                                         |
| Q:  I need limestone to complete a pyramid, but I don't have any, and no one |
|     is selling it.                                                           |
|                                                                              |
| A:  You need to complete an "event" before a new trade route will open up    |
|     allowing you to buy limestone.  Some events are giving them a requested  |
|     good, or sending them your army to fight off an invader.  Don't worry if |
|     you fail with the "event" the first time, it will come up again.         |
|     Although if your troops fail in the field, your city will be invaded.    |
| Q:  I have finished all the requirements for the city, but it won't let me   |
|     on to the next city.                                                     |
|                                                                              |
| A:  Victory conditions are checked monthly, so you can only Proceed to the   |
|     next scenario at the beginning of the month.  Also be sure that you      |
|     don't have a population requirement that you are missing, as that can be |
|     easily missed.  Finally check with the Overseer of the Monuments (press  |
|     the = button) for any "Burial Provisions" that need to be stuffed into   |
|     the Pyramid.  Burial Provisions are usually such things as Papyrus,      |
|     Luxury Goods, Linen, and Weapons.                                        |
| Q:  What exactly does a Roadblock do?                                        |
|                                                                              |
| A:  There are two different types of walkers in Pharaoh. Destination walkers |
|     have a target picked out and will pass through the roadblocks. These are |
|     all listed in the Big Manual that came with the game, but examples are   |
|     deliverymen such as cart pushers, entertainment walkers, and buyers from |
|     the bazaar, hunters, soldiers, and immigrants. These folks will ignore   |
|     roadblocks.                                                              |
|                                                                              |
|     The roaming walkers can be controlled and stopped by encountering a      |
|     roadblock.  These folks bring benefit to the city by passing the housing.|
|     Examples are the bazaar traders, firemen, policemen, magistrates, and    |
|     water carriers. Also in this group is the citizen looking for labor. He  |
|     will not pass through the roadblock.                                     |
| Q:  Why do they keep asking for debens in Waset?                             |
|                                                                              |
| A:  This is the parallel city to Thinis during the Civil War. Your loyalty   |
|     to the Inyotef family is being tested. If you give in to the demands for |
|     money, you will find yourself in a heap of trouble. You must be prepared |
|     to fight the exporting cities and supporters of the Hene-nesw to prove   |
|     you are worthy. And you must honor the requests for food and goods and   |
|     troops from the supporters of the Inyotef to defeat the Hene-nesw.       |
| Q:  Why can’t I import papyrus in Thinis?                                    |
|                                                                              |
| A:  There is an event at the end of April, 11 years into Thinis, where       |
|     Men-nefer, as a trade city, comes under siege. At the same time, there is|
|     a request for troops at Men-nefer. You have 6 months to dispatch troops. |
|     If you win the battle, trade with Men-nefer becomes available, and so    |
|     does Papyrus. If you lose the battle, your kingdom rating falls and the  |
|     troop request is called again until you either refuse it or win. If you  |
|     refuse it, you will lose access to papyrus and Men-nefer trade will not  |
|     open again.                                                              |
|                                                                              |
|     Hint: You can send land based troops or water-borne troops to aid        |
|           Men-Nefer.                                                         |
| Q:  Why does my Kingdom rating fall in Iunet when I fulfill requests from    |
|     Abu?                                                                     |
|                                                                              |
| A:  It's a bug. Just after you start Iunet, a request comes through for fish.|
|     If you send the fish, thus opening a trade route with Abu, roughly 2     |
|     years into the game you may start getting messages like - "even though   |
|     trade has opened with Abu, the people are displeased and your kingdom    |
|     rating falls." It continues to fall until Pharoahs army comes and wipes  |
|     you out.                                                                 |
|                                                                              |
|  Impressions had this to say:                                                |
|     "Our QA department is looking at the problem with Iunet and evaluating   |
|     possible remedies. Meanwhile, we recommend that you either play the      |
|     alternate city of On, or use the Pharaohs Tomb cheat to skip to the next |
|     mission.  We apologize for disrupting your campaigns."                   |
| Q:  Why can’t I import wood at Saqqara?                                      |
|                                                                              |
| A:  Selima Oasis will offer you a gift of 1600 pomegranates in the early     |
|     part of the mission. This gift must be accepted, or you will offend them |
|     and they will respond by "cutting back" and severing your sole supply of |
|     wood forever.                                                            |
| Q:  Why can’t I import Granite in Dakhla Oasis?                              |
|                                                                              |
| A:  There is a request for 15-20 wood or bricks at the end of April, 4-5     |
|     years into the mission. (These are variable). The request is from Dunqul |
|     Oasis. If you fill the request late, the trade route to Dunqul Oasis     |
|     will open. If you fill it on time, you will be offered a gift of meat.   |
|     Basically, to make things simple, do not refuse or forfeit the gift of   |
|     meat. Accept the gift of meat. Then the trade route to Dunqul Oasis will |
|     open and granite will be available.                                      |
|                                                                              |
|     If you do not comply with the request for wood/bricks (in other words,   |
|     if you refuse it) then your Kingdom Rating will drop and Dunqul Oasis    |
|     will never open as a trade city, you will never get granite, and you     |
|     will have to restart the mission in order to win.                        |
| Q:  Can enemy soldiers be drowned by the Nile flooding?                      |
|                                                                              |
| A:  Yes, and some players swear by the following strategy: If the attack     |
|     comes just before the inundation (Nile flooding) you can use a troop of  |
|     archers to lure enemy troops out to the flood plain (keep your infantry  |
|     back). The floods will wipe out all the soldiers.   This tactic is not   |
|     always possible depending on timing and geography, but some have found   |
|     it useful in tough situations.  Some may say this is cruel to order      |
|     archers to their death. I haven't found them good for much else though.  |
| Q:  How do the Ratings affect my score?                                      |
|                                                                              |
| A:  All of the ratings factor into your score, along with length of time it  |
|     took you to complete the mission, the amount of money you have, and the  |
|     experience of your armies.                                               |
| Q:  How do I improving my Culture rating?                                    |
|                                                                              |
| A:  Culture rating is pretty straightforward. Click on the advisor and add   |
|     whatever he tells you need to raise the rating. What he won't do is tell |
|     you how many of whatever you need to add. You can add them blindly until |
|     the rating climbs or look at the advisor for that item. See how many     |
|     people are served by one of the services you need, then based on that,   |
|     add per your population. Health effect (physician, dentist, mortuary) is |
|     calculated based on proportion of people that have access to their       |
|     services. Other structures use the ratio of working buildings per        |
|     population ("working" means that it simply has labor; papyrus, beer or   |
|     entertainers are not necessary for this sole purpose).                   |
| Q:  How do I improve my Prosperity rating?                                   |
|                                                                              |
| A:  Prosperity is a little trickier cause it has more parts to it. It        |
|     consists of income for the city, employment, and the quality of the      |
|     housing. The more people living in high class housing the better but     |
|     high unemployment or high shortage of workers will be bad for prosperity.|
|     The city has to make money to have a high prosperity rating. Also it's   |
|     better if your exports make more money than your imports cost. Since     |
|     taxes can add to city income the prosperity advisor will warn you if     |
|     exports cost more than imports.  Quality of the housing sets an upper    |
|     limit to prosperity, while other factors influence whether it will grow  |
|     if it is below this limit, and how fast. For example, if the highest     |
|     level of housing in your city is Common Residence, your prosperity will  |
|     be "capped" until you reach a higher level of housing. In many missions, |
|     due to limited housing upgrade possibilities, maximum achievable         |
|     prosperity can be a lot lower than 100%.                                 |
| Q:  How do I improve my Monument rating?                                     |
|                                                                              |
| A:  Monument rating is set for the mission and can't be exceeded.  You reach |
|     it when you complete your monument.  Don't forget to deliver your "grave |
|     goods" to do so!                                                         |
| Q:  How do I improve my Kingdom rating?                                      |
|                                                                              |
| A:  Kingdom ratings can be influenced by meeting all of Pharaoh's requests   |
|     in a timely manner, the god RA can increase your kingdom rating if you   |
|     keep him very happy by enough temples, shrines and festivals. The third  |
|     way is to give Pharaoh gifts. Now the gift giving comes from personal    |
|     saving and is a percentage of savings. If your going to give gifts, make |
|     it early when you don't have much savings, it's cheaper. Don't give more |
|     than one gift a year to get the most out of a gift. Lavish gifts give    |
|     the most points but are also the most expensive.                         |
| Q:  I just built a Fort, but I don't have any soldiers.  Where are they?!?   |
|                                                                              |
| A:  You need to build a Recruiter building to train the soldiers, one by     |
|     one.  From the Recruiter, they will all go to their fort cross-country.  |
|     They will ride the ferry across the Nile to get to their fort. The       |
|     Archers have their homemade spears, but Infantry men will need Weapons.  |
|     You will need to have a Weaponsmith with road access to the Recruiter.   |
|     And of course the Weaponsmith will need Copper in a nearby Storage Yard  |
|     from either a mine or imports.  Building an army in ancient times was    |
|     just as complicated as today.  And, an Academy will make your soldiers   |
|     more efficient fighters.                                                 |
| Q:  I have a website, and I want to put a screenshot of my game, but I don't |
|     know how to take a screenshot.  Can you help?                            |
|                                                                              |
| A:  Sure!                                                                    |
|     - Center your screen over the desired area.                              |
|     - Press the "Print Screen" key on keyboard.                              |
|     - Your screenshot is now saved to the Clipboard.                         |
|     - Open MS Paint or some image editing program.                           |
|     - Start a new image and select "Paste."                                  |
|     - Your huge screen shot will appear that can be edited or printed.       |
|     - You can save it as a BMP (Bitmap image) or a JPEG file.                |
| Q:  In Caesar III, I was able to rotate the map, but I can't in Pharaoh.     |
|     Did Impressions forget this...is it a bug?                               |
|                                                                              |
| A:  No, no.  Impressions did a wonderful job with Pharaoh.  They didn't      |
|     forget to include that feature, and no, there's no bug.  There is a      |
|     Pyramid icon in the upper right corner of the game interface; pressing   |
|     it will face the map to North. Clicking just to the right or left of it  |
|     will rotate the map right or left (notice the arrows that appear over    |
|     the directional pyramid when you move your cursor to the right and left  |
|     of it).                                                                  |
| Q:  My Mausoleum is stuck at 99% completion!  Help!                          |
|                                                                              |
| A:  Well, I've never encountered this.  However, I did find an answer at     |
|     the Heaven Games site for Pharaoh:                                       |
|                                                                              |
|     "With the Mausoleum stuck at 99%, I noticed that there was a single      |
|      square of the base that had been skipped by the laborers (it was on the |
|      far side of the building, so I hadn't noticed it originally). Following |
|      Baltic's tip, I figured that that particular square had been assigned   |
|      to a laborer that was stuck, lost, or on holiday. So (the short story)  |
|      I deleted all of the work camps, rebuilt one and, voila! the new work   |
|      camp spawned a laborer, who promptly went to the mausoleum and finished |
|      it.                                                                     |
|                                                                              |
|      After several re-starts I tracked down the offending work camp, but I   |
|      never could find the specific laborer. Since the work camp was on the   |
|      far side of the river, I suspect that the ferry ride had something to   |
|      do with it, but I can't say for sure.                                   |
|                                                                              |
|      Conclusion: Once the game assigns a particular worker to work on a      |
|      particular part of a monument, it (the game) assumes that the worker    |
|      will complete the assignment. If the worker - for whatever reason - is  |
|      unable to complete the assignment, then the assignment is simply never  |
|      completed. Hmmm... I wonder if a time-out mechanism is in order?  I     |
|      would think that the same phenomenon is probably responsible for a lot  |
|      of the "frozen" monument construction that has been reported by others  |
|      in the forums.                                                          |
|                                                                              |
|      The moral of the story: If monument construction stops for no apparent  |
|      reason, try deleting and rebuilding all of the supporting industries -  |
|      the construction guilds, work camps and any suppliers of materials, if  |
|      applicable. You might be able to get away with the ol' delete/undo      |
|      routine, to save some money. But be prepared to delete and rebuild.  I  |
|      hope this helps anyone else who experiences this phenomenon.  Good luck |
|      and may the gods smile upon you! - Max"                                 |
| Q:  Why won't the firemen put out the fires?                                 |
|                                                                              |
| A:  Well, if a fire has been burning for a long enough time (due to a        |
|     Fireman being too far to reach it in time) then the fire will not be put |
|     out and will just have to burn out on its own. If you right-click on a   |
|     burning building under these conditions it should reveal a pop-up        |
|     message saying: "Fire marshals could not get here in time to save the    |
|     building. When the fires burn themselves out, only rubble will be left   |
|     on this site."                                                           |
|                                                                              |
|     Also, Fire Marshals have a limited supply of water with which to prevent |
|     and put out fires. At some point they need to return to their Firehouse  |
|     to refill, so it may be that the Fire Marshals that are walking by a     |
|     burning building simply do not have any water at the moment and are on   |
|     their way back for a refill, after which they may or may not be able to  |
|     reach a burning building in time.                                        |
|                                                                              |
|     If a house in the back row catches fire and there is a garden they won't |
|     put out the fire until you remove the garden. That's true for anything   |
|     without direct access. If there is a house in the back row that starts   |
|     burning and the only way for a fireman to get to the fire is through     |
|     another structure (gardens included), that structure has to be deleted   |
|     first before the fireman can get there. This happen frequently when      |
|     there is a row of housing that is 2 deep and the one which isn't         |
|     adjacent to the road begins burning. If you just delete the house in     |
|     front of it, the firemen will put out the fire.                          |
| Q:  Pharaoh's engineers are blowing up my city! What should I do?            |
|                                                                              |
| A:  The Road to Egypt is blocked! That is the road that enters and leaves    |
|     the map.  The game will shift to the spot where the blockage is; that's  |
|     the first place blown up by Pharaoh's engineers. Until the rubble is     |
|     cleared they will continue to blow up your city. So slow the game down   |
|     and the clear the rubble, don't block that spot again. They are helping  |
|     you to have a clear path of road or vacant land through the city for     |
|     immigrants and traders to pass.                                          |
|                                                                              |
|     The Road to Egypt is the original road showing on your map when you      |
|     start. You can delete the road, move it, and/or build on it. In fact, if |
|     you do use the road to start your city, delete a tile of the road on     |
|     both ends to keep your walkers from making a long detour away from the   |
|     housing and industry.                                                    |
| Q:  Should I make the roads pretty with those nice plazas? How do I do it?   |
|                                                                              |
| A:  Your citizens will pave dirt roads with stone tiles in the areas that    |
|     have good desirability such as near Temples and Temple Complexes. Only   |
|     after they pave the roads can you add the pricey plaza tiles. You can    |
|     find them under the Municipal Structures icon on your Control Panel,     |
|     Beautification sub-menu with the statues and gardens. Plazas increase    |
|     desirability and can help upgrade bazaars and water carriers as well as  |
|     houses.                                                                  |
| Q:  Are festivals necessary?                                                 |
|                                                                              |
| A:  Festivals can help appease the gods and increase your chances for        |
|     blessings.  Remember it takes time to plan and throw the festival, so an |
|     angry god might be appeased quicker by a temple or couple of shrines.    |
| Q:  What are all those little blue symbols by the god’s names?               |
|                                                                              |
| A:  The Blue Ankhs symbolize how happy a god is with you. Lightening bolts   |
|     are letting you know something very bad may happen...soon!               |
| Q:  What kind of blessings, or curses, can I get?                            |
|                                                                              |
| A:  Osiris can improve the Inundation to boost fertility of your growing     |
|     crops, and can double your harvests if especially pleased. He can also   |
|     send stop your crops from growing or with hold the annual flooding.      |
|                                                                              |
|     Ra’s blessing can boost your Kingdom Rating, cause cities to trade more  |
|     with you and can provide a 12 month bonus of your trading partners       |
|     paying 1 ½ times the going rate. If he is not pleased with you, your     |
|     Kingdom Rating will suffer and he can stop traders from coming to your   |
|     city.                                                                    |
|                                                                              |
|     Ptah can fill a storage yard with goods or raw materials for industry.   |
|     He can give your weavers, jewelers or shipwrights raw materials to work  |
|     with. He can destroy storage yards of raw materials or goods if he is    |
|     ignored.                                                                 |
|                                                                              |
|     Seth can protect your soldiers sent to distant battles and smite your    |
|     enemies at home. Ignore him and he will not be on your side the next     |
|     time you are attacked.                                                   |
|                                                                              |
|     Bast can fill your bazaar with goods and make your population happy and  |
|     content.  Incur her wrath and she can send plagues and illness to your   |
|     city.                                                                    |
| Q:  What is the difference between a Bazaar Buyer and a Bazaar Trader, and   |
|     how can I tell them apart?                                               |
|                                                                              |
| A:  A Bazaar Buyers has a basket on top of her head. She goes to the granary |
|     to get food and will also pick up imported food from a storage yard. She |
|     goes to the storage yards and picks up beer, pottery and other goods.    |
|     You can control what she buys through the special instructions for the   |
|     bazaar. Regular bazaars will often send out two buyers, but Impressions  |
|     has explained that these buyers are non-specific for either food or      |
|     goods. Upgraded bazaars (ones that are close to areas with high          |
|     desirability such as temples and gardens--you can recognize them by a    |
|     fancier graphic) will send out two buyers--one dedicated to buying food, |
|     one for goods. Each buyer can pick up more than one kind of food or      |
|     goods on a shopping trip. When she returns to the bazaar, you will see a |
|     trail of little basket boys following behind her. She will ride ferries  |
|     to find items for her bazaar.                                            |
|                                                                              |
|     The Bazaar Trader will stay within the confines of roadblocks            |
|     distributing food and goods to the houses she passes by. If you see her  |
|     outside the roadblock, it could be she is out of goods and taking a      |
|     short cut home to the bazaar.                                            |
| Q:  What about these danged water carriers?                                  |
|                                                                              |
| A:  The water supply has to be placed on land that has ground water. You can |
|     check this by turning on your Water Overlay (hot key: W). The water      |
|     carriers will pass by your houses taking fresh water in a random walker  |
|     path. He will turn around at a roadblock, and has been know to vary his  |
|     route. If you see houses suddenly devolve, right-click the house to see  |
|     if he has decided to walk a different route this year.                   |
|                                                                              |
|     Water carriers can be upgraded like bazaars by adding gardens or statues.|
|     The upgraded water carrier has a different graphic and is reported to    |
|     spawn walkers more often. As a rule of thumb, a water carrier will walk  |
|     about 27 tiles before turning around.                                    |
| Q:  People keep talking about check your advisor or overseer. Where do I     |
|     find them?                                                               |
|                                                                              |
| A:  Check the control panel on the right of the screen for a little guy in a |
|     boat. Click on him and you see will the advisors and overseers.          |
|                                                                              |
|     Chief Overseer: The name says it all. Works with your other overseers to |
|     provide a summary of the city status in a number of areas.               |
|                                                                              |
|     Overseer of the Workers: Reports employment figures in each employment   |
|     sector.   It will show any employment shortages and allow you to adjust  |
|     priorities by changing labor allocation. This screen will also show the  |
|     wages for workers.                                                       |
|                                                                              |
|     Overseer of the Military: Keeps track of all military. The overseers     |
|     show the number and types of companies in the army. He also tracks       |
|     morale and experience level. This screen is also used to send troops on  |
|     Kingdom service. The Overseer tracks if invaders are approaching and if  |
|     anyone has requested military aid.                                       |
|                                                                              |
|     Political Overseer: Helps maintain good relations with others in Egypt.  |
|     Here you can view any outstanding requests for goods or food and he will |
|     let you know when you have enough in storage to meet the request. The    |
|     Political Overseer also tracks your family savings and your personal     |
|     salary. You can adjust your salary level or spend some of your personal  |
|     saving for gifts to the city or for gifts to Pharaoh.                    |
|                                                                              |
|     Ratings Overseer: Charts current ratings and provide advice on how to    |
|     improve them. Click on each rating for advice.                           |
|                                                                              |
|     Overseer of Commerce: Monitors the city's industries and storage yards.  |
|     Keeps track of supply, demand and prices for goods through out the world.|
|     This is where you open trade routes and set import/export amounts. You   |
|     have a choice of setting the amounts yourself or letting the advisor set |
|     them. Word of caution: if you set the amounts they will stay fixed at    |
|     that amount, if you let the advisor set the amounts they will rise if    |
|     the number of workshops using a good increases.                          |
|                                                                              |
|     Overseer of Granaries: Provides information about the city's population  |
|     and its eating habits. There are three different charts: population      |
|     history, population by age and population by dwelling type. It reports   |
|     the number of immigrants that arrived in the previous month. Also tells  |
|     you how many more people the current vacant housing can hold. Note of    |
|     caution: these numbers are always for the previous month.                |
|                                                                              |
|     Overseer of Public Health: Reports on the overall health of the city. He |
|     tracks the number of apothecaries, physician’s offices, dentist’s        |
|     offices, and mortuaries working in the city. Will also advise you of any |
|     particular health problems facing the city.                              |
|                                                                              |
|     Overseer of Learning: Advises you of the status of education in your     |
|     city.  Reports the number of active Scribal schools and libraries and    |
|     how many people can benefit from the existing educational structures.    |
|                                                                              |
|     Overseer of Diversions: Knows how many juggler's booths, musician's      |
|     stages and dancer’s stages are working in the city. He also reports the  |
|     number of Senet houses that are entertaining the public.                 |
|                                                                              |
|     Overseer of the Temples: Knows which gods are worshiped and weather or   |
|     not the city has a patron god. It's also where you plan and give         |
|     festivals to the gods.                                                   |
|                                                                              |
|     Overseer of the Treasury: Keeps a ledger of the city's income and        |
|     expenses.  There is also the previous years ledger to compare against.   |
|     This is where you can adjust the tax rate and see the percentage of the  |
|     population registered to pay taxes.                                      |
|                                                                              |
|     Overseer of Monuments: Provides a list of monuments required to win the  |
|     mission and general status report on monument construction projects.     |
|     This screen is also where you will see a list of burial goods required   |
|     and where you will be able to dispatch them.                             |
| Q:  What are the Map Overlays and how do I use them?                         |
|                                                                              |
| A:  If you want to learn more about your city than the advisor can tell you  |
|     click on the overlay button. Then select the topic and sub-topic you     |
|     want to know more about, such as where are the high crime rates, what    |
|     buildings are likely to catch fire or collapse or which areas of your    |
|     city have access to water.  Use the HOT KEYS for faster access.          |
| Q:  What's the point of Low Fertility Grain Farming?                         |
|                                                                              |
| A:  Oh the joys of low fertility grain farming! A low fertility grain farm   |
|     produces maximum straw output which is essential to feed your Cattle     |
|     Farms and build Mastabas!                                                |
|                                                                              |
|     Take Itjtawy for example. Make use of the few tiny patches of meadow     |
|     that are available.  You can fit about 9 grain farms sitting on that     |
|     tiny strip of land, with about half the farms under 10% fertility (no    |
|     room for irrigation). These farms do a great service. Even though they   |
|     produce under 2000 grain per year, each farm produces a full load of     |
|     straw with every harvest, regardless of the fertility or staffing. With  |
|     18 loads of stray every year, you have more than enough for several      |
|     cattle ranches (which produce more food than the farms themselves) and   |
|     to keep your brickwork's fully stocked at all times, while leaving the   |
|     floodplains open for the other varieties of food that keeps your people  |
|     happy and healthy. They also provide a good source of employment.        |
| Q:  Do Storage Yards take priority over Granaries?                           |
|                                                                              |
| A:  Nixon of Impressions says: "Yes, Storage Yards take priority over        |
|     Granaries. This was done to help you when you needed to stockpile food   |
|     for a request. So if you allow a Storage Yard to accept food then your   |
|     cart pushers will want to bring food to the Storage Yard until there is  |
|     no more room. Basically, you should just set the Storage Yard to fill up |
|     to 1/4 (or 1/2 or 3/4), however much room is needed to store your extra  |
|     food. That way your cart pushers will only bring the required amount to  |
|     the Storage Yard and then concentrate on the Granary."                   |
| Q:  Do Market Buyers go to Storage Yards like Granaries?                     |
|                                                                              |
| A:  The short answer is "Yes," but....                                       |
|                                                                              |
|     Grumpus (a Pharaoh Heaven Board Member) explains: "Market Buyers will    |
|     only take food from a storage yard if that food is being imported. Once  |
|     you start importing a food, you can also grow it at home,(if that is     |
|     possible) and you will not need granaries for that food."                |
|                                                                              |
|     Ironrodiken of Impressions further explains: "As Grumpus said, in most   |
|     missions, your people will need Granaries if they're to eat homegrown    |
|     food at all. Bazaar buyers will only get imported food types from        |
|     Storage Yards. Even in those missions where you can supply your Bazaars  |
|     from SYs, though, remember that Bazaars employ a Granary buyer, who sits |
|     idle if there aren't any Granaries to buy from. While the Granary buyer  |
|     probably enjoys her early retirement very much, her sister the SY buyer  |
|     now has to get all the food, and has correspondingly less time to shop   |
|     for pottery, beer, etc. (p. 86 of the US manual) Bazaars work most       |
|     efficiently when the food comes from a Granary, and the SYs supply only  |
|     non-food items."                                                         |
| Q:  How do I build irrigation ditches and is there a limit on how far the    |
|     water will go?                                                           |
|                                                                              |
| A:  Like roads you just drag the irrigation ditch as far and whatever        |
|     direction you want. Be sure that it's connected to the water lift, you   |
|     can tell because you will see water in the ditch. The ditch will go      |
|     under roads without doing anything special. There is no limit on far the |
|     water will go. If you build the water lift on the edge of a flood plain  |
|     you will have to put an irrigation ditch from the river to the water     |
|     lift. Water lifts required direct labor access and a road.               |
| Q:  What are the different types of farms and how do they work?              |
|                                                                              |
| A:  Flood Plain Farms: The first type of farming you will come across is the |
|     flood plain farms. The way they work is with indirect labor from work    |
|     camps. Work camps train farmers and provide labor for monument building. |
|     Flood plain farmers only work for part of the year during non-flood      |
|     times. They require roads that are connected to the work camps for the   |
|     laborers to reach the farms. The closer the work camps are to the flood  |
|     plain the quicker the farmers can get to the farms. Also building the    |
|     work camps close to the flood plain allows them to train more labor.     |
|     Work camps require direct access to labor. Flood plain farms can be      |
|     irrigated to increase productivity.                                      |
|                                                                              |
|     Meadow Farms: The second type of farm is the meadow farm. They can only  |
|     be put in areas with little yellow flowers. Usually you can click on the |
|     ground and it will say it's meadow but if that doesn't work just hold a  |
|     farm over an area you believe to be meadow. If it turns green then you   |
|     can build a meadow farm. Meado farms require direct labor access like    |
|     any other building and work camps don't provide it. This type of farm is |
|     not usually as productive as flood plain farms but has the advantage of  |
|     different harvest times from the flood plain farms. To make meadow farms |
|     more productive you can irrigate the land. To irrigate the land you need |
|     a couple of things. A straight piece of coast or edge of flood plain,    |
|     build a water lift and irrigation ditches a meadow farm only has to have |
|     one corner touching an irrigation ditch or to be with 2 squares of a     |
|     ditch to be irrigated. If you click on the farm it will say if it's      |
|     irrigated.                                                               |
| Q:  Why do my cart pushers keep drowning in the flood?                       |
|                                                                              |
| A:  When the harvest comes, the cart pushers must have a place to deposit    |
|     the goods. This means they have to have a road from the flood plain to a |
|     granary or storage yard that is set to accept the goods. And the         |
|     building must have full employment to accept the goods. The cart pushers |
|     will ignore roadblocks, as they are destination walkers. Barley and flax |
|     must be taken to a storage yard, it won’t go in a granary. Cart pushers  |
|     will choose an accepting Storage Yard for food before going to an        |
|     accepting granary. If there is no place accepting the goods, the cart    |
|     pushers drown.                                                           |
|                                                                              |
|     Check your storage yards by right clicking and see if they are set to    |
|     accept the goods you want. You can adjust the amounts by clicking on the |
|     arrows by the name of the goods.                                         |
| Q:  What do the "get," fill" and the other commands in the special           |
|     instructions for the granaries and storage yards do?  How do I use them? |
|                                                                              |
| A:  "Accept all" means the facility will accept all of a food or goods until |
|     it reaches capacity. "Fill" can be set to 1/4, 1/2 or 3/4 and will allow |
|     those proportions of a food/good to be accepted. "Get" has the same      |
|     quantities plus "get maximum" which is full capacity. All these commands |
|     are very useful to move food/goods around the city. When "Getting" food  |
|     for a granary, the cart pushers use roads, but when using "getting"      |
|     goods for a storage yard, they can go cross-country. The granary or      |
|     storage yard will send two cart pushers out, and they will even across   |
|     ferries to get the food/goods instructed. Be careful sending cart        |
|     pushers on long journeys, if they are gone for a very long time, the     |
|     home building forgets to send out a labor citizen and it sometimes       |
|     looses labor access. Then when the cart pushers get back, there is no    |
|     one to accept the goods, so they return to the place where they got      |
|     them.... In this case, you might consider an intermediate storage yard   |
|     stop, or an extra storage yard accepting the goods you were trying to    |
|     "get".                                                                   |
|                                                                              |
|     But, remember too, with storage yards, while they are out "getting"      |
|     goods, no cart pusher is available to deliver from that storage yard to  |
|     a workshop or other building. Generally speaking, when placing mixed     |
|     items in storage yards, you should carefully consider how it would be    |
|     used. Having beer and pottery delivered to a storage yard from the work  |
|     shops for a bazaar buyer to pick up and sending the storage yard cart    |
|     pushers off to "get" luxury goods to export would work. But storing clay |
|     in a storage yard that needs to be delivered to the brickyards and       |
|     trying to "get" beer from across the Nile is not going to work out. They |
|     won't get back for a long time, and the brickyards will be idle waiting  |
|     on clay.                                                                 |
| Q:  How do I keep the gods happy?                                            |
|                                                                              |
| A:  When you start a city, check your Overseer of the Temples. Note who is   |
|     your patron god and plan to have at least one more temple for that god   |
|     than the others-at all times. The non-patron gods won’t mind having      |
|     fewer temples than the Big Cheese, but they do get jealous of each       |
|     other! So, treat them fairly.                                            |
|                                                                              |
|     Shines do not provide walkers for Religious access to your houses, but   |
|     do improve your overall Religion rating. They can be set behind          |
|     architects or fire marshals to save space, as they only need to be       |
|     within 2 tiles of a road.                                                |
|                                                                              |
|     Temple Complexes make your Patron god very happy. These structures also  |
|     send out a priest to walk through the neighborhood and increase the      |
|     desirability of the area. They are very expensive and require 50         |
|     employees. The add-on altars and oracles for the Temple Complexes can    |
|     increase benefits for your city.  The Strategy Section of Pharaoh Heaven |
|     is a good place to get familiar with each of the gods, as well as the    |
|     Religion section of the manual.                                          |
|                                                                              |
|     The general rules are:                                                   |
|                                                                              |
|     Keep the total coverage for each god equal to or above your current      |
|     population.                                                              |
|                                                                              |
|     Treat the local gods equally. Equal numbers of shrines and temples for   |
|     each.                                                                    |
|                                                                              |
|     Treat the patron god preferentially. Have more temples and shrines to    |
|     this god than any of the local gods.                                     |
|                                                                              |
|     Throw a common festival every six months dedicated to the god that's     |
|     gone the longest without one. Follow these rules and you'll be           |
|     continuously showered with divine blessings. It's really not hard to     |
|     find room for shrines, they aren't overly costly, and they don't require |
|     any employees.                                                           |
| Q:  How many people can be served by a temple or a shrine?                   |
|                                                                              |
| A:  1 Temple to the patron god covers 375 people.                            |
|     1 Shrine to the patron god covers 187 people.                            |
|     1 Temple to a local god covers 750 people.                               |
|     1 Shrine to a local god covers 375 people.                               |
| Q:  Do I need a festival plaza? How do I make one? Does it have to be        |
|     connected to the city?                                                   |
|                                                                              |
| A:  Festival Plazas are 5-tile squares that have to be placed over a         |
|     crossroad. They do increase desirability, but can wreck havoc with your  |
|     walkers doing a promenade each time they enter the plaza. You can place  |
|     it off in the boon-docks if you want, it doesn’t have to be connected to |
|     the city. Another possibility is to leave one road tile between the      |
|     plaza and the rest of the city and use a roadblock to keep the wandering |
|     walkers under control.                                                   |
| Q:  What are the moods of the gods?                                          |
|                                                                              |
| A:  The God moods, from worst to best, are:                                  |
|                                                                              |
|     Enraged; Furious;Angry; Resentful; Displeased; Apathetic; Amiable;       |
|     Congenial; Sympathetic; Approving; Benevolent                            |
| Q:  I have disease all over my city and people are dying right and left,     |
|     what can I do?                                                           |
|                                                                              |
| A:  Egyptians were pretty picky about their health care. Areas close by the  |
|     reed gathering areas are prone to malaria and must be provided with      |
|     Apothecaries. All housing will benefit from regular access by a          |
|     Physician, and will not evolve past Spacious Homestead without it.       |
|     Additionally, Dentists are needed to evolve past Spacious Residences and |
|     Morticians (with a supply of linen) are needed to evolve houses past the |
|     Spacious Manor level. (Remember all those "Spacious" words and you will  |
|     be fine). Your best bet is to provide water and food to all of your      |
|     houses and check your overlays for trouble spots.                        |
|                                                                              |
|     Plague can break out in the city due to overall city health and it is    |
|     not a pretty sight. You can see plague victims walking around the city,  |
|     spreading the disease on the Risks: Disease Overlay. Every house he      |
|     passes will become infected and the residents die. Wandering Plague      |
|     Victims can be confined by deleting road tiles in their path, or by      |
|     encountering an Apothecary walker, but the best course is prevention.    |
|     The houses will remain vacant for a while, and then new residents will   |
|     move in and use the food and goods left behind.                          |
|                                                                              |
|     Plagues break out when a city's overall health is poor. The two main     |
|     contributors to good health are access to plenty of food and to a        |
|     physician. Providing these two things to all (or just about all) of your |
|     citizens should prevent plague from breaking out. You can find out which |
|     areas of your city might be lacking in physician coverage by using the   |
|     Physician overlay.                                                       |
|                                                                              |
|     Mortuaries also contribute to the good health of a city, as does         |
|     providing your citizens with more than one food type. Dentists don't     |
|     affect city health at all, but they do count for Culture points.         |
| Q:  How do I place the entertainment stages?                                 |
|                                                                              |
| A:  All entertainment stages will fit on t-intersections. You will know if   |
|     they fit because they will turn green. You can create a t-intersection   |
|     in the middle of a housing block by adding to the road.                  |
|                                                                              |
|     Entertainment is a part of your cultural rating and allows your housing  |
|     to upgrade to the next level provided it has the right goods and food    |
|     for the next level. Variety is the key to happy people so try to provide |
|     you people with as many types of entertainment as you can.               |
| Q:  Why are my citizens complaining about a 9% tax rate?                     |
|                                                                              |
| A:  Taxation can have a negative effect, even at the default 9% rate, if tax |
|     coverage is very unequal. People will complain about taxes when you're   |
|     collecting from roughly 50% of the populace. For a quick fix, lower      |
|     taxes to 5% for a month or two...but for a long-term solution, build     |
|     more Tax Collectors to ensure that your collection rate remains          |
|     comfortably above 50%.                                                   |
| Q:  My tax collectors keep getting robbed!                                   |
|                                                                              |
| A:  You are probably spawning criminals from several of your houses. Check   |
|     your Crime Overlay. You are going to have to supply police coverage to   |
|     one or more of your housing areas.                                       |
|                                                                              |
|     Crime is usually a result of unemployment and people generally unhappy   |
|     because of taxes, no food, no festivals, etc...If your crime is really   |
|     intermittment, you may have to wait a while for your crime risk columns  |
|     to lower. It is likely that you are missing a police station or a        |
|     courthouse in one of your blocks or in an industrial housing area.       |
| Q:  How can I get troops loaded onto transport ships?                        |
|                                                                              |
| A:  1. Find a section of non-floodplain coastline that's not hemmed in with  |
|        buildings. Straight sections work better than convoluted sections,    |
|        although this isn't absolutely necessary.                             |
|                                                                              |
|     2. Move your soldiers near your desired loading point. They don't need   |
|        to be right on the coast, just close.                                 |
|                                                                              |
|     3. Move your transport near the rally point -- again, not right on the   |
|        shoreline, just close to it.                                          |
|                                                                              |
|     4. Right-click the transport, choose Embark, then click on the company   |
|        to load. Before you click, make sure the cursor shows the Embark      |
|        order, which looks like a little guy with an arrow. The cursor looks  |
|        like this when it hovers directly over a soldier or the company       |
|        standard.                                                             |
|                                                                              |
|     5. WAIT A COUPLE OF SECONDS. This could be where you're running into     |
|        trouble. Give them time to get aboard before you repeat the Embark    |
|        order.                                                                |
|                                                                              |
|     6. Note that all members of a company need to be present before the      |
|        company can embark. If you've got 14 soldiers at the rally point,     |
|        and a 15th is on his way from the Recruiter to the Fort, the company  |
|        won't embark until Pvt. 15 reaches the rally point. He has orders to  |
|        report to the Fort first, which can bollux up your embarkation plans. |
|        You can override his standing order by moving the company's standard  |
|        by a tile or two; this tells the tardy guy to go directly to the      |
|        rally point. Along these same lines, if a 16th soldier is produced    |
|        while you're cajoling Pvt. 15, then the whole company will wait for   |
|        Pvt. 16 to show up, too. The easiest way to avoid this is to          |
|        transport only full companies.  Don’t attempt to partial companies.   |
|                                                                              |
|     7. If you select your ship and get any other icon besides Embark (due to |
|        it being on Move or some other mode) just hit the "K" button and that |
|        will automatically bring up the Embark icon. Just click on your       |
|        available troops with this icon and they will board the Transport     |
|        Ship.                                                                 |
|                                                                              |
|     I still don’t get it! Can you explain it again?                          |
|                                                                              |
|     1. Right-click on the transport ship to open the command window.         |
|                                                                              |
|     2. Click on the 'embark' icon. The window will close and you will notice |
|       that the ship's flag will appear.                                      |
|                                                                              |
|     You should also notice that a ship-like cursor appears. Along with the   |
|     ship the cursor also has directional arrows (you have look closely).     |
|     Well, when you move the cursor over the company of troops the cursor     |
|     will change. The ship will remain, but instead of the directional arrows |
|     there will now be a human figure.  When the cursor changes like that -   |
|     from arrow to human figure-- that is when you should left-click on the   |
|     company.                                                                 |
|                                                                              |
|     3. Left-click on the company of troops you wish to board the ship. Make  |
|        sure you click in the vicinity of their standard.                     |
|                                                                              |
|     4. Having done that they will disappear, i.e. they will have boarded the |
|        ship.                                                                 |
|     Note: the company does not need to be next to the shore to do this. It   |
|     should work from various places and various distances from the           |
|     shoreline.                                                               |
|                                                                              |
|     To disembark, right-click on the transport ship to open the command      |
|     window and then click the 'disembark' icon. The window will close and a  |
|     ship-like(?) cursor will appear. Go to the spot you want to move your    |
|     troops to and click. The transport ship will go there and drop off your  |
|     company.                                                                 |
| Q:  I keep going broke in Perwadjyt, why?                                    |
|                                                                              |
| A:  During these first few "training" missions, try to learn the concepts    |
|     being introduced, meet the immediate goals, and win the scenario         |
|     quickly. Build only what you need to achieve victory. Making money is    |
|     not the point, and is indeed impossible. However, the cash provided to   |
|     you is roughly double what you'll  need to win if you build wisely. Tax  |
|     Collectors are introduced in the next mission, Nekhen. Even then, taxes  |
|     merely slow the rate of your treasury's decline. You won't earn profits  |
|     until you learn trade in the following mission, Men-nefer. From that     |
|     point on, profitability is important.                                    |
| Q:  General Monument building tips!                                          |
|                                                                              |
| A:  Certain types of monuments (for example, the Obelisk and Sun Temple)     |
|     have a requirement for a minimum amount of stone before you can even     |
|     start. That means you must have enough stone in your storage yards       |
|     before you can start the monument. Usually it's 240 blocks, which means  |
|     you need 8 storage yards accepting that type of stone. In some missions  |
|     you can quarry the stone yourself, in others you have to import the      |
|     stone. The initial blocks of stone will start the monument but you will  |
|     have to provide additional stone to finish.  But stone haulers won't be  |
|     needed to deliver the initial stone to the monument, but you will need   |
|     them for the balance of the stone.                                       |
| Q:  The bricklayers are waiting at the mastaba! Why aren't my bricks         |
|     delivered?                                                               |
|                                                                              |
| A:  Be sure you have built work camps they train workers for flood plain     |
|     farms and monument building. Without work camps there is no one to       |
|     deliver the bricks.  There has to be at least 400 bricks in a storage    |
|     yard (the bricks all have to be in the same storage yard) before they    |
|     will be delivered. If you have flood plain farms, workers go first to    |
|     the farms then to build monuments. If you have enough unemployed workers |
|     for the work camps, they will work on monuments all year round. Check    |
|     that you aren't stockpiling bricks. If you are they will not be          |
|     delivered.                                                               |
| Q:  Why are my stone pullers stuck at the side of the pyramid?               |
|                                                                              |
| A:  That usually means that either you don't have any carpenters, they don't |
|     have wood to build ramps needed for the stone pullers or they haven't    |
|     finished the ramps. If you right click on the monument the construction  |
|     supervisor should tell you what is wrong.                                |
| Q:  Nothing is happening.  I have stone and brick in my storage yards,       |
|     stonemasons, bricklayers and carpenters guilds. What's wrong?            |
|                                                                              |
| A:  If none of the construction people have reported to the pyramid you      |
|     might have to delete the guilds and rebuild them. This has happened in a |
|     few missions but be sure to wait a year before deleting the guilds. Be   |
|     sure that they are fully staffed and that you have unemployed people to  |
|     work on the pyramid. It also helps to build extra work camps near the    |
|     monument you are trying to build. Check that the brown mat that is the   |
|     entrance to the monument is not blocked. And, be sure you have a supply  |
|     of wood in a storage yard close by the Carpenters Guild to build the     |
|     scaffolds and/or ramps!                                                  |
| Q:  All the monuments are finished but my score doesn't reflect that. What's |
|     wrong?                                                                   |
|                                                                              |
| A:  Check your Monument Overseer to see if "grave goods" are needed. To      |
|     complete the monuments you need to stockpile and deliver grave goods.    |
| Q:  The grave goods are in the storage yards. Why aren't they being          |
|     delivered?                                                               |
|                                                                              |
| A:  You have to click on each grave good in the monument advisor screen and  |
|     select all to dispatch the grave goods. You don't have to dispatch the   |
|     grave goods all at one time. You can deliver the goods a little at time  |
|     all the while the monuments are being built.                             |
| Q:  What is a good ratio of Stonemason Guilds to Work Camps for building the |
|     monuments?                                                               |
|                                                                              |
| A:  A good rule of thumb is 2 work camps per Stonemason Guild.   Allow extra |
|     work camps for the flood plain farming, as you can’t assign the laborers |
|     a specific job.                                                          |
| Q:  I need step-by-step  monument- building instructions!                    |
|                                                                              |
| A:  Nuthinenkamhen from Impressions:                                         |
|                                                                              |
|     Monument construction is probably the single most extensive activity in  |
|     the game, so this is where people run into a lot of problems. I've       |
|     compiled (and will continue to update) the following list. You've        |
|     probably checked most of these, but just to be thorough, here are the    |
|     most common things to look if your monument construction is not          |
|     progressing:                                                             |
|                                                                              |
|     Employment: Make sure your guilds and work camps are fully staffed. If   |
|     either of these are short on labor, it will affect how fast your         |
|     monument is built.                                                       |
|                                                                              |
|     Materials: Check your supply of building materials. Sometimes trade      |
|     conditions will change during a game, which can change how much you're   |
|     allowed to import each year. If you are providing your own building      |
|     materials, make sure your industries are fully staffed. Wood is crucial  |
|     to most monuments - so always make sure your carpenters have enough.     |
|     Without wooden ramps/scaffolding to facilitate the workers and           |
|     materials, construction will cease.                                      |
|                                                                              |
|     Storage: Make sure you've got some yards to store the construction       |
|     materials!                                                               |
|                                                                              |
|     Stockpiling: Make sure you're not stockpiling the materials you need to  |
|     build the monument. If you are (check your Overseer of Commerce screen), |
|     it puts a freeze on the material(s) in question, stopping construction   |
|     completely.                                                              |
|                                                                              |
|     Proximity: Keeping your storage yards, work camps, guilds, and           |
|     construction site as close together as possible. Reducing distances      |
|     reduces travel time, which will speed up construction. Build the         |
|     necessary structures right across the street from your monument site if  |
|     you can!                                                                 |
|                                                                              |
|     Season: If you have floodplain farms in the particular mission you are   |
|     playing, the season will affect your monument. Laborers from work camps  |
|     are diverted from construction to tend the floodplain farms during       |
|     harvest time. This pause in construction can be offset somewhat by       |
|     providing more (fully staffed) work camps.                               |
|                                                                              |
|     Access: Make sure all the guilds, work camps, and storage yards have     |
|     roads access. The construction site does not need to be connected to a   |
|     road, but there must be a path (unobstructed by buildings or terrain)    |
|     from the road to the monument.                                           |
|                                                                              |
|     Grave Goods: Some monuments require burial gifts. If construction seems  |
|     complete, but you haven't reached your monument rating, check your       |
|     Overseer of Monuments screen to see if you need to dispatch some grave   |
|     goods.                                                                   |
| Q:  My ferry will only carry people one way. What's wrong? Is this a bug?    |
|                                                                              |
| A:  It's not a bug. To work in both directions a ferry must have access to   |
|     labor on both sides and be fully staffed. Without labor only immigrants  |
|     can cross, in some cases that maybe all you need. In other cases, if you |
|     want things to go both ways-- the ferries have to be staffed.            |
| Q:  Why won't ships stop at my dock?                                         |
|                                                                              |
| A:  The first thing to check is whether the dock is fully staffed and        |
|     connected by a road to a storage yard that has the goods you want to     |
|     trade. If your importing, you need to have a storage yard set to accept  |
|     the goods your importing. Be sure that the accepting storage yard is     |
|     fully staffed, too.                                                      |
| Q:  What are "industries" and where do I put them?                           |
|                                                                              |
| A:  Industries are things you can make or mine. It's best to build your      |
|     water trade import/export industries close to the docks if possible. Or  |
|     build a dock near the industries. If it's not possible, for example, if  |
|     you are exporting stone and the stone mines are far from any possible    |
|     dock, then be sure to have a storage yard set to accept the export goods |
|     close to the dock. This will allow your dockworkers to service the ships |
|     quicker, quicker service means more trade is possible.                   |
|                                                                              |
|     There are several different ways to do industries. Some industrial areas |
|     can be placed near housing blocks for the consumer goods the blocks will |
|     need. But sure to leave space because you will have to put up statues    |
|     and gardens to make the area desirable for housing. Another way is to    |
|     make one central industrial area for manufacturing. In that case you     |
|     need to be sure you have labor access for the industrial area. This can  |
|     consist of a very small housing block since any labor will draw from the |
|     entire city's unemployed labor pool. There will have to storage yards    |
|     placed near to your housing blocks to hold the goods that the houses     |
|     need to upgrade.                                                         |
|                                                                              |
|     List of goods needed to upgrade houses in order of use:                  |
|                                                                              |
|     Pottery                                                                  |
|     Beer                                                                     |
|     Linen                                                                    |
|     Luxury goods (Luxury goods turns the citizens living in those houses     |
|     into "Scribes" who don't contribute to your workforce, but pay very high |
|     taxes).                                                                  |
| Q:  My clay pits won't deliver to the pottery workshops. Why?                |
|                                                                              |
| A:  There are a couple of reasons this could happen. Check to be sure your   |
|     pottery workshops are fully staffed and have a road connecting the clay  |
|     pits to pottery workshops. Another cause could be a disconnected piece   |
|     of road touching the clay pit. The cart puller is exiting on the         |
|     disconnected piece of road thus not delivering the clay. The final thing |
|     would be if the pottery workshop already has a full supply of clay       |
|     --until they need more clay none will be delivered.                      |
| Q:  My clay pits are delivering to a storage yard but the storage yard won't |
|     deliver to the pottery workshops.                                        |
|                                                                              |
| A:  This problem is much the same as the question above with much the same   |
|     solution.  Be sure of labor and road access. One other thing if the      |
|     storage yard is accepting other goods that needs to be taken to other    |
|     workshops the cart pusher maybe busy delivering those goods. Be sure the |
|     finished pottery has a storage yard accepting it.                        |
| Q:  How come the traders just pass by my storage yards and don’t buy         |
|     anything?  Or worse, they won’t even come on to the map, I can see them  |
|     stuck right on the edge!                                                 |
|                                                                              |
| A:  Traders must have a clear path to a storage yard with full labor before  |
|     they will even come on to the map. If the storage yard with linen is     |
|     across the Nile and the ferry they have to ride doesn’t have labor, he   |
|     won't trade.                                                             |
|                                                                              |
|     When the trade caravan does enter the map, he has a storage yard picked  |
|     out to visit. If it doesn’t have goods in excess of what you have set to |
|     export with the Overseer of Commerce, at that moment, then he considers  |
|     the trip a waste and passes on by. It doesn’t matter that you filled it  |
|     up with 3 cartloads before he got to the area of the storage yard.       |
|                                                                              |
|     Traders can buy 800 units maximum each trip. They can buy more than one  |
|     kind of item on each trip. The number of caravans allowed on the map at  |
|     one time is limited, so it is more profitable to design your city so as  |
|     to maximize the number of trips the caravans will make a year. Each city |
|     has a trade quota that can be determined from the World Map. Cities that |
|     have met that quota will stop trading with you until the New Year.       |
| Q:  What kind of animals can I hunt?                                         |
|                                                                              |
| A:  Ostriches, waterfowl and antelope. You have to build hunting lodges to   |
|     train hunters who then take the meat to storage yards or granaries. You  |
|     only have one type of game in a mission.                                 |
| Q:  Are there any other kinds of meat available to feed people?              |
|                                                                              |
| A:  There sure are! Other types are fish but not all rivers support fish and |
|     you can build cattle ranches. Fishing has some special requirements. You |
|     need to build a shipwright to build fishing boats and you have to build  |
|     fishing wharves for the boats to bring the fish. The fishing wharves     |
|     need direct labor access to work. The fishing boats don’t need wood like |
|     your military ships; the shipwrights build them from materials on hand.  |
|     Cattle ranches, where available, require direct labor access and plenty  |
|     of straw to feed the cattle.                                             |
| Q:  Will transport ships pick up less than of 16 soldiers?                   |
|                                                                              |
| A:  Yes, but... If the company you're trying to load is actively receiving   |
|     replacements, it will not board a transport while the new soldiers are   |
|     en route to their fort or to the rally location. Whenever the Barracks   |
|     or Military Academy spits out a new soldier, the rest of his company has |
|     to wait for him to arrive. For this reason, it's best not to transport   |
|     partial companies. If you must do so, don't try to transport one that is |
|     actively being replenished.                                              |
| Q:  Can Hyksos Chariots be defeated on Very-Hard setting?                    |
|                                                                              |
| A:  Elder Pharaoh and Forum regular Grumps sent out three full-strength,     |
|     academy trained companies (2 chariots, 1 infantry) to do battle with,    |
|     perhaps three Hyksos chariots and maybe a water boy. His force was       |
|     utterly destroyed                                                        |
|                                                                              |
|     The following is part of the reply from Nixon at Impressions:            |
|                                                                              |
|     Chariots are the toughest of all troop types and the Hyksos are the      |
|     toughest of all of the enemy armies. Put together, they are very         |
|     formidable. Increasing the difficulty with make then tougher still. But  |
|     it is possible to defeat Hyksos Chariots on Hard and even Very Hard.     |
|                                                                              |
|     When I saw people having this problem I tested it on a map using the     |
|     Very Hard difficulty setting. Now, admittedly, I played this just to     |
|     test this one particular question. I had six legions of Chariots, all of |
|     which were experienced and had high morale. Plus, I spent a lot of my    |
|     time trying to get on Seth's good side (with a good amount of success).  |
|     When a group of Hyksos chariots attacked my city, all six of my Chariots |
|     swarmed on them and Seth bestowed one of his gifts (killing an attacking |
|     army). Most of my troops died but I did win the battle.                  |
|                                                                              |
|     Remember, this is on Very Hard. Now, like I said, all of this was done   |
|     just to test this one issue. Things might have been different if I had   |
|     been concentrating on other goals. In the midst of a campaign with other |
|     things going on and conditions not being optimal I'm not sure if I could |
|     have pulled it off. But I wanted to make sure that is was possible for   |
|     it to happen at all and not a bug.                                       |
|                                                                              |
|     NEW: If you've downloaded the recently released "Enhancement Pack" from  |
|     Impressions, Hyksos Chariots and Hittite Chariots have had their hit     |
|     points reduced to 262 on Very Hard and 260 on Hard (that should be good  |
|     news to those of us who have yet to face them). Hyksos Chariots used to  |
|     be 375 on Very Hard and 315 on Hard. Hittite Chariots were 330 on Very   |
|     Hard and 275 on Hard.                                                    |
| Q:  Trouble-Shooting & Pyramid Causeway Problems                             |
|                                                                              |
| A:  That covers most basic problems with monument construction. If none of   |
|     the above applies, but construction on your monument has still ceased,   |
|     here are some workarounds you can try:                                   |
|                                                                              |
|     Deleting and undoing: Try deleting (then immediately select 'undo' so    |
|     they reappear) your guilds, work camps, or even the monument itself.     |
|     Some players have found that this 'jumpstarts' construction.             |
|                                                                              |
|     Causeway: Some players have reported encountering a problem with the     |
|     causeway in their pyramid complexes. Specifically, the section where the |
|     causeway meets the water is not being completed. In this case, placing   |
|     gardens on the tiles from the end of the causeway to the water should    |
|     continue construction.                                                   |


Keyboard Commands

  These are taken from page 28 in the manual.  The Keyboard Commands haven't
  changed much since Caesar III.

    A  --  Orders the selected warship to attack all enemies
    C  --  Shows "Risks: Crime" Overlay, or orders the selected Charioteer
           company to charge
    D  --  Shows "Risks: Damage" Overlay
    E  --  Orders a selected transport to evade all enemies
    F  --  Shows "Risks: Fire" Overlay, or orders a selected company to return 
           to their fort
    H  --  Orders a selected ship to hold its position
    L  --  Centers the view on a different military unit each time it is 
           pressed, or if a company is already selected puts them in the Loose 
    M  --  When you select a monument to build, its image attaches to the cursor 
           and shows you how much land the monument will occupy.  Pressing "M" 
           freezes the monument's footprint to that location so you can look 
           around to see how it will fit.  Press "M" again to resume normally,
           or click to build the monument there, OR when a military company is
           selected issues the "mop up" command
    N  --  Orders a selected company or warship to attack any enemy
    P  --  Pauses the game, you can't build while paused
    R  --  When building a Gatehouse, Temple Complex, or Statue rotates the
           structure (to help them fit), OR if a military company is selected,
           rotates the company, OR orders a ship to return to the shipwright for
    T  --  Shows the "Risks: Problems" Overlay, OR if a military company is
           selected issues the hold ground in tight formation command
    W  --  Shows the Water Overlay, OR orders the selected ship back to its 

  Game Commands

    SPACE -- Toggles between your last selected Overlay and the Normal View
    ESC -  Exits the game
    [  --  Reduces game speed by 10%
    ]  --  Increases game speed by 10%
    F7 --  Set to 640x480 resolution
    F8 --  Set to 800x600 resolution
    F9 --  Set to 1024x768 resolution


    '  --  Overseer of workers
    1  --  Overseer of the Military
    2  --  Political Overseer
    3  --  Ratings Overseer
    4  --  Overseer of Commerce
    5  --  Overseer of the Granaries
    6  --  Overseer of Public Health
    7  --  Overseer of Learning
    8  --  Overseer of Diversions (Entertainment)
    9  --  Overseer of the Temples
    0  --  Overseer of the Treasury
    -  --  Chief Overseer
    =  --  Overseer of the Monuments

Cheats (These were taken from the Official Pharaoh site (http://www.pharaoh1.com)

How to Cheat.

To bring up the cheat dialog box, press CTRL+ALT+C. Then, type in your cheat of
choice exactly as it appears below. The cheats are case sensitive, and make sure
to spell everything correctly (pharaoh is a tricky word, we know). Also, some
cheats can only be used in certain situations, as noted. We highly recommend
saving your game before using any cheat codes. There is a slight chance that
something funky (and unintended) could happen when you use a cheat.

NOTE: Impressions releases new cheats every few weeks so check back here often!

Bast will throw a festival for all the gods. Bast must be worshipped in the city
for this cheat to work.

Cat Fight
Bast will level some of the city's best houses. Bast must be worshipped in the
city for this cheat to work.

Lowers your Kingdom Rating. Ra must be worshipped in the city for this cheat to

Sun Disk
Raises your Kingdom Rating. Ra must be worshipped in the city for this cheat to

Life from Death
All farms on the flood plain will harvest double after the next flood. Osiris 
must be worshipped in the city for this cheat to work.

Farms on the flood plain will be destroyed by the next flood. Osiris must be 
worshipped in the city for this cheat to work.

Hippo Stomp
Sends a passel of angry hippos through your city

Side Show
Makes hippos...aw, heck just try it. You'll like it. (Hippos must already be 
present on the map)

Pharaohs Tomb
Automatically win scenario

Fury of Seth
Destroys all ships (including your own!)

Treasure Chest
1000 deben will be added to the city's treasury

The next inundation will be better than expected. Osiris must be worshipped in
the city for this cheat to work.

Mummys Curse
The next inundation will be worse than expected. Osiris must be worshiped in the 
city for this cheat to work.

Pharaohs Glory
The amount the city can export will increase by 50% for a year. Ra must be 
worshipped in the city for this cheat to work.

Bird of Prey
The city's trade partners will trade less for a year. Ra must be worshipped in 
the city for this cheat to work.

Supreme Craftsman
A storage yard with excess capacity will be filled with gems, clay, pottery, 
flax, linen or jewelry. Ptah must be worshipped in the city for this cheat to

Noble Djed
Shipwrights, weavers or jewelers will be fully stocked with raw materials. Ptah 
must be worshipped in the city for this cheat to work.

Typhonian Relief
Soldiers sent to distant lands will be protected. Seth must be worshipped in the
city for this cheat to work.

Seth Strikes
The city's best company and their fort will be destroyed. Seth must be 
worshipped in the city for this cheat to work.

Cat Nip
Houses and bazaars will be filled with goods and food. Bast must be worshipped 
in the city for this cheat to work.

Kitty Litter
A plague will strike the city. Bast must be worshipped in the city for this 
cheat to work.

Big Dave 
Ptah will destroy some industrial buildings. Ptah must be worshipped in the city 
for this cheat to work.

Ptah will destroy one of your city's Storage Yard.  Ptah must be worshipped 
in the city for this cheat to work.

Spirit of Typhon 
Seth will strike down some of the next invaders.  Seth must be worshipped in the 
city for this cheat to work.

Pharaoh Manual Updates

In some missions, particularly the early ones, new structures are introduced as
the mission unfolds.  When something new is available, the Control Panel button
that accesses it will flash on and off.

Pharaoh has limits on how many buildings, walkers and point-to-point walker
routes it can handle.  These limits are quite high, and you should never
encounter them in the missions that we included with the game.  Some of
Pharaoh's "Custom Missions," though, let you build much larger cities, and you
might reach one of these memory limits if you build a city of 35,000 or more
people.  If you do see this message, your only recourse is to resculpt your city
for greater efficiency.  Populations in excess of 50,000 are possible if you
build very efficiently.

The boundary between the flood plain and dry land is steep, slippery and
treacherous.  No one can move to or from the flood plain unless at least a small
stretch of road spans this embankment.  You're most likely to notice this if
troops disembark onto a flood plain, or if you notice hunters and gatherers
skirting the boundary.

The Help item on the game's menu bar lets you turn "Popup Messages" OFF.  This
means that all game messages go directly to your Message box, except for a few
that require you to make an immediate choice (like whether or not to accept a
gift).  While turning off the popups does almost entirely eliminate
interruptions in your game, it also puts you at considerable risk of missing
important notices.  Use this option with extreme caution!

The Message button on the Control Panel blinks when a new, unread message
arrives.  It stops flashing when you click on the Message button.

We added a button to the bottom of the Message box that deletes all opened
messages, except those tutorial messages that are marked with a blue scroll.
You can delete unopened or blue-scroll messages by right-clicking on them.

Monuments have a "staging area" represented by some wooden planks on one side of
the monument.  Don't block access to these planks while construction is
underway!  Work will stop if workers can't reach the staging area.  If you don't
see progress being made, right-click on the monument to find out why.  If the
construction foreman reports that access is blocked, he's referring to this
staging area.

Masons and bricklayers work in pairs on pyramids and mastabas.  One sledge load
of stone or bricks occupies two stonemasons or bricklayers, and fills in two
sections of the pyramid or mastaba.

The "Trader's Guide to Pharaoh's Egypt" shows that plain stone, limestone and
bricks are needed for the brick core pyramid.  Plain stone is NOT required for
this pyramid; only limestone and bricks are needed.

When a transport ship is selected, pressing the "K" key orders troops to embark
or disembark.

Downloadable Expansion Pack Information

With most PC games, small patches or small additional things can be downloaded
to enhance gameplay performance.  Well, Impressions knew this and they decided
to make a downloadable expansion pack.  To be perfectly honest, it's one of the
best I've seen in a while.  Below are more details on what is included in this
wonderful download.  Also, I suggest downloading it!

Download PharaohEP11to12.exe to your computer. Run PharaohEP11to12.exe and
follow the instructions given on screen.

This upgrade requires Pharaoh Version 1.1. To confirm that you have Pharaoh
Version 1.1, select "Help: About:" on the File Menu while playing Pharaoh. Near
the top of the "About" panel it will say "Version 1.1."

If the Enhancement Pack fails to install do the following:
1. Uninstall Pharaoh (Start Menu-} Programs-} Sierra -} Pharaoh-} Uninstall
Pharaoh). Note: This will not affect saved games or custom missions.
2. Reinstall Pharaoh from the CD.
3. Move any desired saved game folders or custom missions to the new Pharaoh
   Save and Maps folders
4a. Run PharaohEnhancementPack.exe to upgrade to V1.1 (if you still have the
    old Version 1.1 Enhancement Pack), then run PharaohEP11to12.exe.
4b. Or download and run PharaohEP_V12.exe to upgrade directly from version 1.0
    to version 1.2.


**** VERSION 1.1 ****

Mission Editor: You can now access Pharaoh's powerful mission editor through
the main game menu. Please refer to the mission editor manual (Mission Editor
Guide.txt or Mission Editor Guide.pdf) for instructions. You can view the
Mission Editor Guide via selecting Help: Mission Editor Guide from the Mission
Editor menu bar. To view .pdf files, download the Adobe Acrobat reader from

New custom missions: New stand alone custom missions have been installed in your
Maps folder. Many of the missions have text files associated with them that
briefly describe the mission. All of the January 2000 contest missions are

Required Housing Level for mission completion is now displayed on the Ratings
Overseer panel.

Windows 2000: Sound is now enabled under Windows 2000.

Many of the custom Missions have text files associated with them that briefly
describe the mission (located in Sierra/Pharaoh/Maps).



Some campaign missions have been tweaked to allow players to recover from
decisions that lead to critical trade goods becoming unavailable. A campaign
mission must be started fresh for this to take affect; loading a saved game
(including selecting Replay Mission) will not start an updated campaign mission.
If you are in the middle of a campaign, missions you have not yet played will be

Some campaign missions have been tweaked to make them more playable.

Monument construction foremen are more intelligent when giving feedback on why
monument construction has halted.

Missions can no longer be won if all ratings are achieved and a monument is
nearly complete.

An uncommon occurrence where stone masons disappeared while working on pyramid
complex causeways has been fixed.

Rotated Temple Complexes can no longer cause crashes if an overlay is selected.

Dock trade problems caused by Ra blessings have been resolved.

Caravans will no longer become stuck near Storage Yards if the Ferry Landing
they would like to use is unstaffed.

Situations where monument construction could be halted due to stone/brick mason
behavior have been fixed.

Storage Yards and Granaries can now spawn labor seeking walkers while the
buildings have two cartpushers active.

A problem with very long load Pharaoh start up times related to network
settings has been fixed.

Carpenters Guilds only consume 100 units of wood when creating a carpenter.

A situation where soldiers embarking/debarking on transports caused the game to
freeze was fixed.

**** CHANGES FROM V1.1-V1.2: ****

After installing the V1.1 Enhancement Pack, some users experienced problems with
what seemed to be a "double mouse click" when using various in game menus. Menu
items would be accidentally selected or menus accidentally exited. This problem
will no longer occur.

The rotate view icon now displays the correct mouse help text.

The issue with the Kingdom rating continually dropping in the campaign map,
Iunet, has been fixed.

Final Words...                                                                  
Online Resources:                                                               
  http://www.impressionsgames.com/ -- the Designer's site                       
  http://www.pharaoh1.com/         -- the Official Pharaoh Site                 
                                      (In case you can't tell, that's Pharaoh1  
                                      the number, ONE) 
  http://pharaoh.heavengames.com   -- the largest Pharaoh fan site on the 'Net!
  http://www.gamefaqs.com/         -- the best FAQs site on the net!            
  http://www.gamewinners.com/      -- another great place for your gaming help
  http://www.cheatcc.com/          -- another great cheat site
ASCII Art created using the Ascii Art Maker by LTS (freeware)                   
  You can (maybe) find it at http://www.download.com/
This FAQ was writen entirely using the GWD Text Editor:  (shareware)            
Dan Simpson's Shameless Self Promotion:
  I have also written FAQs for:                                                 
    NES:      Disney Adventures in the Magic Kingdom                            
              Final Fantasy -- Magic FAQ                                        
              The Legend of Zelda                                               
    SNES:     Aerobiz                                                           
              Aerobiz Supersonic                                                
              Utopia: Creation of a Nation
    Genesis:  StarFlight                                                        
    PSX:      Thousand Arms                                                     
    PC:       Baldur's Gate & Tales of the Sword Coast -- Walkthrough
                                                       -- NPC List
                                                       -- Creatures List
              Colonization -- the Single Colony Strategy Guide
                           -- the Cheat Guide
              Drakan: Order of the Flame
              Dungeon Hack
              Icewind Dale
              Master of Magic (revision)  
              Planescape: Torment -- FAQ/Walkthrough
                                  -- Items List
              Rollercoaster Tycoon                                              
              Sid Meier's Alpha Centauri                                        
              The Sims                                                          
              Ultima 4: Quest of the Avatar                                     
              Ultima 7: The Black Gate                                          
              Ultima 7 Part 2: Serpent Isle                                     
              Ultima Underworld -- Keyboard Commands                            
              Ultima Underworld II -- Keyboard Commands                         
                                   -- Spell List                                
  All of my FAQs can be found at:                                               
Version History:                                                                
Original Version (11-29-99, 53k)                                                
Changes in Version 1.01 (2-28-00, 56k)
  Some small changes                                                            
  Some minor format changes                                                     
Changes in Version 1.5 (3-28-00, 67k)                                           
  Added the Cheats section                                                      
  Some small changes                                                            
Changes in Version 1.59 (3-29-00, 71k)                                          
  Added some new cheats in the Cheats section                                   
  Some small changes
Changes in Version 1.591 (4-26-00, ??k)
  Updated the format ever so slightly
  Some small changes
Changes in Version 1.6  (7-14-00, 70k)
  My (Dan) last update!
Changes in Version 2.0  (7-21-00, 98k)
  My official first update!
  Added all kinds of Frequently Asked Questions.
  Added info on the downloadable Expansion Pack.
  Added Manual Updates.
  Minor changes.
Changes in Version 2.1  (7-27-00, 121k)
  Added more Frequently Asked Questions.
  Added the Walkthrough for "Nubt"
Changes in Version 2.2  (7-28-00, 131k)
  Added more Frequently Asked Questions.
Changes in Version 2.3  (7-30-00, 147k)
  Added more Frequently Asked Questions.
Changes in Version 2.4  (7-31-00, 173k)
  Added more Frequently Asked Questions.
Changes in Version 2.5  (8-03-00, 181k)
  Added Thinis and Perwadjyt Walkthroughs.
Changes in Version 2.6  (8-04-00, 183k)
  Added Nekhen Walkthrough.
Changes in Version 2.7  (8-11-00, 194k)
  Added Men-nefer Walkthrough.
  Added Timna Walkthrough.
Changes in Version 2.8  (8-13-00, 209k)
  Added Bedhet Walkthrough.
  Added Abedju Walkthrough.
Changes in version 2.9  (8-14-00, 223k)
  Added Tables for Abedju.
  Added Selima Oasis Walkthrough.
  Added Abu Walkthrough.
  Added Saqqara Walkthrough.
Changes in Version 3.0  (8-20-00, 228k)
  Added Serabit Khadim Walkthrough.
  Added Meidum Walkthrough.
  Added Buhen Walkthrough.
  Added South Dashur Walkthrough.
Changes in Version 3.1  (8-23-00, 235k)
  Added Iunet Walkthrough.
  Added On Walkthrough.
Changes in Version 3.2  (8-27-00, 241k)
  Added Rostja Walkthrough
  Added Bahariya Oasis Walkthrough
  Added Djedu Walkthrough
Changes in Version 3.3  (9-24-00, 278k)
  Finished Walkthroughs.
Changes in Version 3.4  (9-27-00, 284k)
  Added tables for Abu.
Changes in Version 3.5  (10-01-00, 283k)
  Made a few small changes.
Changes in Version 3.6  (01-01-01, 264k)
  Made a few small changes.


  "To the marsh I march for the reeds we need."

This Document is Copyright 1999-2001 by Dan Simpson and/or Jim Chamberlin.
Pharaoh is Copyright 1999 by Sierra On-Line Inc.

We aren't affiliated with Sierra, Impressions, or anyone who had anything to do
with the creation of this game.

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