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                       Build a Kingdom.  Rule the Nile.                         
                                Live Forever.                                   
________________________________________________________________________________

                                                                                
                                    Pharaoh                                     
                                                                                
                               The Complete Guide                               
                              Version 2.2 (7-28-00)

            Current Editor: Red Phoenix (red_phoenix_1@hotmail.com)
           Original Author: Dan Simpson


                                Email Policy:
                                
         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 =========-------------------------.
|                                                               |
| The most recent version of this FAQ can be found at:                         |
|                                                                              |
|    http://www.gamefaqs.com/                                                  |
|    http://www.cheatcc.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 Red Phoenix.  Simply put   |
|                      I have no real interest in updating the FAQ, and Red    |
|                      Phoenix 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 1999-2000 by Dan Simpson and/or Jim Chamberlin    |
| Pharaoh is Copyright 1999 by Sierra On-Line Inc.                             |
|                                                                              |
| I am not 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 2.2:

  - Added more Frequently Asked Questions.


  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                                                             
      Festivals                                                                 
      Temple Complexes                                                          
      Blessings                                                                 
    Entertaining Egypt                                                          
      Booths                                                                    
      Bandstands                                                                
      Pavilions                                                                 
      Training Facilities                                                       
    Expanding the City                                                          
      Monuments

  Walkthrough

    Nubt
    Thinis         -----------.
    Perwadjyt                 |
    Nekhen                    |
    Men-nefer                 |
    Timna                     |
    Behdet                    |
    Abedju                    |
    Selima Oasis              |
    Abu                       |
    Saqqara                   |
    Serabit Khadim            |
    Medium                    |
    Buhen                     |
    South Dashur              |
    North Dashur              |
    Iunet                     |
    On                        |
    Rostja                    |
    Bahariya Oasis            |
    Djedu                     |
    Dunqul Oasis              |
    Dakhla Oasis              |---------Coming Soon!
    Thinis                    |
    Waset                     |
    Kebet                     |
    Menat Khufu               |
    Itjtawy                   |
    Iken                      |
    Sawu                      |
    Heh                       |
    Bubastis                  |
    Khmun                     |
    Sauty                     |
    Byblos                    |
    Baki                      |
    Rowarty                   |
    Hetepsenusret  -----------'
                                                                                
  City Problems                                                                 
                                                                                
    Animals                                                                     
    Trading Food / Requests for Food                                            
    Fire                                                                        
    Crime                                                                       
    Invasion                                                                    
                                                                                
  Frequently Asked Questions (FAQ)                                              
                                                                                
  Appendices                                                                    
                                                                                
    Keyboard Commands                                                           
    Cheats
    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"
below.                                                                          
                                                                                
--------------------------------------------------------------------------------
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         
  reappear.                                                                     
                                                                                
  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:                                       
                                                    Legend:                     
                                                                         
    ==================================       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                
                                 BBBB=FF                                        
                                 BBBB=AA                                        
                                     =PP                                        
                                     =                                          
                                                                                
    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 
  route.

    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 
  something).

    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.

__________
Festivals:

  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
                                              food.
                             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 
                                             strike.
                             Oracle of Hathor - Improves city sentiment (mood).

__________
Blessings:

  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
  well.

  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:

  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 
  intersection.

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

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

___________
Bandstands:

  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
      bb=bbHHHHHH
      bb=bbHHHHHH
        =HHHH

      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:

      bb=bb
      bb=bb
      ==============
        =HHHHHHHHHHH
        =HHHHHHHHHHH

      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
      least.

__________
Pavilions:

  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
      =================
      pppp=ppHHHHHHHHHH
          =HHHHHHHHHHHH

    Method 2:

          =
          =
        pp=pppp
        ===============
        pp=ppppHHHHHHHH
        pp=ppppHHHHHHHH

    Method 3:

        pp=pppp
        pp=pppp
        pp=pppp
        ===============
          =HHHHHHHHHHHH
          =HHHHHHHHHHHH

        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
  pottery.

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

__________
Monuments:

  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.


================================================================================
                                Walkthrough
================================================================================

   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.


--------------------------------------------------------------------------------
                                       Nubt
--------------------------------------------------------------------------------

                    .---------------------------------------.
                    |                 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
       water.

       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.



================================================================================
                                 City Problems
================================================================================

--------------------------------------------------------------------------------
Animals
--------------------------------------------------------------------------------

  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
--------------------------------------------------------------------------------

  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 
           building!

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


--------------------------------------------------------------------------------
Crime
--------------------------------------------------------------------------------

  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).


--------------------------------------------------------------------------------
Invasion
--------------------------------------------------------------------------------

  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 (FAQ)
================================================================================

.------------------------------------------------------------------------------.
| 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 cant 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 cant 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 cant 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 gods 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.      |
|                                                                              |
|     Ras 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  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, physicians offices, dentists        |
|     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 dancers 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 wont 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.                                                                 |
'------------------------------------------------------------------------------'


================================================================================
                                   Appendices
================================================================================

--------------------------------------------------------------------------------
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 
           Formation
    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
           repairs
    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 
           wharf

  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

  Overseers

    '  --  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!

Meow
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.

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

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

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.

Underworld
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

Bounty
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
work.

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.

Grenow
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
--------------------------------------------------------------------------------

CONTROL PANEL
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.

"DATA LIMIT REACHED"
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.

FLOOD PLAIN EMBANKMENT
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.

MESSAGES
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
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.

TRANSPORT SHIPS
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!

[1] HOW TO INSTALL THE ENHANCEMENT PACK
====================================
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.


[2] NEW ENHANCEMENT PACK FEATURES
====================================

**** 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
http://www.adobe.com/products/acrobat/readstep.html

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
included.

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).

[3] WHAT THE ENHANCEMENT PACK FIXES
====================================

**** CHANGES FROM VERSION 1.1 ****

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
updated.

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://www.gamefaqs.com/         -- the best FAQs site on the net!            
  http://www.cheatcc.com/          -- a great place for all your cheating needs
  http://www.gamewinners.com/      -- another great place for your gaming help
                                                                                
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)            
  http://www.gwdsoft.com/                                                       
                                                                                
_______________________________________
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:                                               
    http://www.gamefaqs.com/features/recognition/2203.html
    


-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                      Red Phoenix's Shameless Self Promotion
-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

        I've also written FAQs for:

  PSX - Knockout Kings 2000
        Need For Speed 3
        Ridge Racer 4
        WCW Mayhem
        WWF Attitude
        WWF Attitude Create- A- Wrestler guide
        WWF SmackDown! (A Game Winners exclusive -
                       http://www.gameadvice.com/html/WWFSmackDown/index.html)
        WWF Warzone - Steve Austin
                      Shawn Michaels
                      British Bulldog
                      Faarooq
                      Goldust
                      Kane
                      Triple H
                      Mankind
                      The Rock
                      Ahmed Johnson
                      Bret Hart
                      Owen Hart
                      Sue
                      The Undertaker

  N64 - WWF Wrestlemania 2000 - GameShark Codes
                              - Create- A- Wrestler Guide

  PC  - Age of Empires
        Age of Empires: The Rise of Rome
        Caesar III - Building Guide
        Pharaoh
        Sid Meier's Alien Crossfire - Fictional Story
        Sid Meier's Alpha Centauri (A Game Winners exclusive -
               http://www.gameadvice.com/html/SidMeiersAlphaCentauri/index.html)
                                   - Dialogue Guide
                                   - Fictional Story
                                                                                

                                                                                
________________                                                                
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


________
Stinger:


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

________________________________________________________________________________

This Document is Copyright 1999-2000 by Dan Simpson and/or Jim Chamberlin.
Pharaoh is Copyright 1999 by Sierra On-Line Inc.

I am not 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.



