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    FAQ/Strategy Guide by JChamberlin / DSimpson

    Version: 4.2 | Updated: 12/31/04 | Search Guide | Bookmark Guide

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        **            Build a Kingdom.  Rule the Nile.  Live Forever.         **
                                     Pharaoh (PC)&
                                     Cleopatra (PC)
                                   The Complete Guide
                                  Version 4.2 (12-31-04)
                Current Editor: Jim Chamberlin (red_phoenix_1@hotmail.com)
               Original Author: Dan Simpson
             If you are going to email me about this game, please put
             Pharaoh as the subject.  Just Pharaoh.  Also please
             realize that I am not hiding cheats or any other information,
             i.e. everything I know about Pharaoh is in this guide.
             If you see any mistakes, or have anything that you want to add
             please email me!  I will, of course, give you full credit for
             your addition, and be eternally grateful to you.
             Before emailing me with a question, be sure to check out the
             Frequently Asked Questions section, which is located towards
             the end of the file.
    .--------------------========= N  O  T  E  S =========-------------------------.
    |                             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                  |
    | The most recent version of this FAQ can be found at:                         |
    |                                                                              |
    |    http://www.gamefaqs.com/                                                  |
    |                                                                              |
    | There is an Enhancement Pack to Pharaoh out!  You can download it at         |
    |    ftp://ftp.sierra.com/pub/sierra/pharaoh/updates/                          |
    |                                                                              |
    |   Note: More information about the downloadable Enhancement Pack is given    |
    |         below.  Check the Table of Contents to find out where.               |
    |                                                                              |
    | Last note from Dan:  I am stepping down from maintenance of this FAQ, and    |
    |                      ceding control of the FAQ to Jim Chamberlin.  Simply    |
    |                      put I have no real interest in updating the FAQ, and    |
    |                      Jim does have that interest.  As such, this FAQ is      |
    |                      being turned over fully to him.                         |
    |                                                                              |
    | Also an Add-on Pack, Cleopatra, has officially been released.  It is not of  |
    | the downloadable variety, but rather one you will have to go to the store    |
    | and purchase.                                                                |
    |                                                                              |
    | If you are a webmaster and wish to post this on your web page, please 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 quite annoying!                                                           |
    |                                                                              |
    | This FAQ looks best in Courier New at about 9 points.                        |
    |                                                                              |
    | This Document is Copyright 1999-2003 by Dan Simpson and/or Jim Chamberlin    |
    | Pharaoh is Copyright 1999 by Sierra On-Line Inc.                             |
    |                                                                              |
    | We aren't affiliated with Sierra, Impressions, or anyone who had anything to |
    | do with the creation of this game.  This FAQ may be posted on any site so    |
    | long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting  |
    | it.  You may not charge for, or in any way profit from this FAQ.             |
    What's New in 4.2:
      - Formatting changes
      - Completed Pharaoh/Cleopatra Walkthroughs
      - Added additional Frequently Asked Questions
      - Added new Hot Keys
      For a complete Version History, check out the Final Words Section at the end
      of the FAQ.
    Table of Contents:
      Game Updates
        Downloadable Enhancement Pack
        Cleopatra Expansion Pack
      Building a City
        Basics of City Building
        Industry, Slums, and Food Production
          Food and Farming
          Industry and Commerce
        Of Gods and Men
          Temple Complexes
        Entertaining Egypt
          Training Facilities
        Expanding the City
        Selima Oasis
        Serabit Khadim
        South Dashur
        North Dashur
        Bahariya Oasis
        Dunqul Oasis
        Dakhla Oasis
        Menat Khufu
        The First Tomb (Dier el Medina 1)
        Death of Tutankhamun (Dier el Medina 2)
        Tomb for a Pharaoh (Dier el Medina 3)
        Sumur (Sumur)
        The Battle of Qadesh (Qadesh)
        Colossi of Abu Simbel (Abu Simbel)
        Ramses in the Valley
        The Sea People Land (Pi-Yer)
        Defense of Migdol (Migdol/Pelusium)
        Rebirth of a Navy (Tanis)
        Alexander the Great (Alexandria)
        The Glory of Ptolemy (Ptolemy's Alexandria)
        Caesar and Cleopatra (Maritis)
        The Legacy of Cleopatra (Cleopatra's Alexandria)
        The Battle of Actium (Actium)
      City Problems
        Trading Food / Requests for Food
      Frequently Asked Questions (FAQ)
        Housing Level Tables
        Keyboard Commands
        Pharaoh Manual Updates
      Final Words...
                                      Game Updates
    On occasion, Pharaoh received an update, either to add something to the game,
    or to fix a bug with the game.  This section is dedicated to displaying some
    of that information.
    Pharaoh Updates/Patches: http://www.sierra.com/file_list.do?gamePlatformId=121
    Cleopatra Patches: http://www.sierra.com/file_list.do?gamePlatformId=112
    Downloadable Enhancement 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 enhancement pack.  To be perfectly honest, it's one of
    the best I've seen in a while.  Below are more details on what is included in
    this wonderful download.  Also, I suggest downloading it!
        << Download Location >>
    Download PharaohEP11to12.exe to your computer. Run PharaohEP11to12.exe and
    follow the instructions given on screen.
    This upgrade requires Pharaoh Version 1.1. To confirm that you have Pharaoh
    Version 1.1, select "Help: About:" on the File Menu while playing Pharaoh. Near
    the top of the "About" panel it will say "Version 1.1."
    If the Enhancement Pack fails to install do the following:
    1. Uninstall Pharaoh (Start Menu-> Programs-> Sierra -> Pharaoh-> Uninstall
    Pharaoh). Note: This will not affect saved games or custom missions.
    2. Reinstall Pharaoh from the CD.
    3. Move any desired saved game folders or custom missions to the new Pharaoh
       Save and Maps folders
    4a. Run PharaohEnhancementPack.exe to upgrade to V1.1 (if you still have the
        old Version 1.1 Enhancement Pack), then run PharaohEP11to12.exe.
    4b. Or download and run PharaohEP_V12.exe to upgrade directly from version 1.0
        to version 1.2.
    **** VERSION 1.1 ****
    Mission Editor: You can now access Pharaoh's powerful mission editor through
    the main game menu. Please refer to the mission editor manual (Mission Editor
    Guide.txt or Mission Editor Guide.pdf) for instructions. You can view the
    Mission Editor Guide via selecting Help: Mission Editor Guide from the Mission
    Editor menu bar. To view .pdf files, download the Adobe Acrobat reader from
    New custom missions: New stand alone custom missions have been installed in your
    Maps folder. Many of the missions have text files associated with them that
    briefly describe the mission. All of the January 2000 contest missions are
    Required Housing Level for mission completion is now displayed on the Ratings
    Overseer panel.
    Windows 2000: Sound is now enabled under Windows 2000.
    Many of the custom Missions have text files associated with them that briefly
    describe the mission (located in Sierra/Pharaoh/Maps).
    **** 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
    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.
    Cleopatra Expansion Pack
    New Features:
     - Play 4 new campaigns with 15 missions tracing the careers of Tutankhaman,
       Ramses II, and Cleopatra
     - Erect magnificant monuments, including the Colossi of Ramses II, the Tombs 
       in the Valley of the Kings and the Library and Lighthouse at Alexandria.
     - Construct more buildings for your cities, including Henna Farms, Painters, 
       Lamp Makers and Tomb Artisans, plus more beautification structures.
     - Battle fierce enemies from both lands far and near, including Persia, 
       Phoenicia, Assyria and Rome.
     - Face new threats within your city's borders, including grave robbers and 
       plagues of locusts, frogs and hail.
     - Pray to the gods to speed construction of your monuments.
     - Enjoy many other new features, like carrying over troops from one scenario 
       to the next.
                                    Building a City
    This section goes pretty much in order walking you through the entire process of
    building a successful city.  It should be mentioned that building a great city
    is a complicated process that involves all sorts of things, religion, trade,
    entertainment, and employment.  There are many problems that a city faces, but
    those are not dealt with in this section, they are dealt with in "City Problems"
    Basics of City Building
      Building your city is a multi-part process.  The first thing that you want to
      do is to drop the speed of the game down to 10% (use the '[' key to lower
      speed).  Why do this?  Simple, it essentially freezes everything in place, and
      slows time down so you can get some farming in before the harvest.
      Now look around the city.  Note where the Kingdom Road is, as that is where
      all immigrants, and traders will come.
        Trick:  If you want to know which side of the road to build on (that is, the
                side closest to immigration) save the game, build some housing by a
                road, and put the speed up to 100%.  You can see where the people
                come from, then load, and build your city accordingly.
      Before you actually start building your city check for wild animals.  This is
      most important with the Hyenas, Hippos, and Crocodiles.  If you find Hyenas,
      or Crocs one trick to dealing with them is to build a wall around them
      completely (in the case of the Crocs you may need to wall around a pond).
      Then later build a tower on the wall to eliminate the hyenas.  Once the last
      hyena on the map is dead, they won't reappear.  You don't need to bother
      building towers on any walls keeping crocs in, as they will eternally
      Now we need to decide where to build the first area in your city.  You want to
      build near the immigration point (where immigrants appear), near farmland
      (either floodplains or meadow), but far enough away that you can fit a granary
      in between (a granary is a 4x4 structure, and you want to build it at least 3
      squares away from your housing).  You don't need to build the entire block of
      housing on Green, but you have to be at least right next to it to get Water.
      Before we build housing we need to check out the Overseer of Commerce.  Check
      to see how many food sources you have, and what resources you have and have to
      import.  This is important for deciding how large to build housing, you build
      smaller when you have only 1 food source as it won't be able to fully evolve.
      The "best" housing block is as follows:
        ==================================       HH - one square of housing
        =HHHH . . . . . . . . . . . .HHHH=       WWWW  _ Water
        =HHHH. . . . . . . . . . . . HHHH=       WWWW    Supply
        =HHHH . . . . . . . . . . . .HHHH=       BBBB  _ Bazaar
        =HHHH. . . . . . . . . . . . HHHH=       BBBB
        ==================================       FF - Firehouse
                      WWWW           TTTT=       AA - Architect's Post
                      WWWW           TTTT=       PP - Police Station
        Note on Scale:  1 square of land is represented by 1 character vertically
                        and two characters horizontally, so HH is one square.
      You can make it as long as you want, just don't make it too long or services
      will suffer.  The gardens in the center increase property value, and can be
      evolved over, that is, the housing near it can use the space to evolve into a
      larger structure.  You have a 4 square long garden section to allow for the
      area to evolve into the largest structures which are 4x4 each.
        Trick:  Also, when the road is "paved over" be sure to put a plaza over it.
                This isn't so important until your housing evolves into the nicer
                structures, but when you need it you need it!
      Next you want to build a Water Supply.  These are best placed right across the
      road from the housing.  If the housing block is large, then you will want two
      of these placed on opposite sides of the housing block.
      Now build a road down from one of the corners about 6 squares down.  Two
      squares down from the road on your new road build a bazaar.  Across the road
      from the bazaar build a fire house, architect's post, and a police station.
      Eventually place a tax collector's office between housing and the bazaar.
      These are placed away from the housing to keep the desirability up.  You may
      also want to build another bazaar at the other end of the housing.
        Tip:  If you are building directly on the Kingdom Road you will want to
              roadblock the Kingdom Road to prevent your walkers (bazaar traders,
              water suppliers, etc.) from wandering away from where they are needed.
      After those bare necesseties are built, you will want the basic sanitation
      structures, namely a Physician and an Apothecary.  These can be built anywhere
      along the housing (try to build away from the corners as that space is needed
      later for entertainment).  You won't need Dentists until later, but you can
      build them whenever you want.
    Industry, Slums, and Food Production
    Food and Farming:
      Now that we've started a city, we need to get some food and some exports.
      We'll start with food.  The first thing we need is a granary placed between
      our city and the food sources--farmland, hunting grounds, fishing docks, etc.
      Make sure that it is far enough away from housing to not affect desirability
      too much, but close enough to provide your bazaars with easy access.
      Next, depending on the foodsource, we need to build either work camps, hunting
      lodges, or fishing wharves.  Build hunting lodges RIGHT NEXT TO the granary to
      cut down on travel time.  Build work camps as close to the floodplains as
      possible, but still a couple squares away so that you can roadblock the farms.
      You do this to cut down on the amount of roads that your walkers can travel,
      because if they CAN travel on a road, they eventually WILL no matter how
      little there is out there.
      Now we need to build farms.  All farms should be irrigated, no matter if they
      are on the floodplain or in a meadow.  You irrigate farms by building an
      irrigation ditch nearby that connects to a water source.  Irrigating a farm
      increases the fertility of the farm, which in turn increases the amount of
      food produced by that farm.  In the case of floodplain farms, fertility is
      completely renewed with the flood, UNLESS the flood doesn't entirely cover the
      farmland, which is why we irrigate the farm.
      So while you are building your farms you need to keep some room to sneak roads
      by so that your workers can get to each farm, and you need to keep some room
      to irrigate by as well.
        Tip:  Build floodplain farms as close to the water as you can.  If the flood
              is poor, the farms will still be at least partially covered, and that
              way gain more fertility.
      Meadow Farming is done differently than floodplain farming.  You can only
      build a Meadow Farm on green land that has little yellow spots on it (on the
      map it is "green" land).  When the land is especially good, it will be a
      darker green, and the spots will be more white.  With Meadow Farms it is
      absolutely crucial to irrigate the farms.  In order to do that you first need
      to build a Water Lift.
      Water lifts must be placed on a straight section of land right next to water,
      or next to floodplains.  If you build next to a floodplain you must build a
      ditch coming from the water to the water lift.  Ditches must come out the back
      of the water lift, it is not sufficient to put them out the side.
    Industry and Commerce:
      Once your city is no longer starving is the time to start working on your
      industry.  Which industry you start with is dependant on the city that you are
      working on.  If you have lots of Marshland, you might want to start a Papyrus
      Industry, if you have trees a Lumber Industry.  To help you decide check out
      the Overseer of Commerce to see what you can Export.  Whatever you can sell
      makes a good choice to start with.  Go to the world map here to open the trade
        Tip:  Try to sell goods like Papyrus and Linen as they have a low need in
              the city, and sell at relatively high prices.
        Tip:  Land trade routes are much better than water trade routes, as they are
              not dependant on having an open dock to trade at.
      You only need this one trade route for now, so don't bother spending money to
      open any others.  You may need to shortly open another, but that is still a
      little off.  Once the trade route is open, be sure to click on that good in
      the Commerce screen, and click the Export Button to start selling it.
      Now we build the industry.  Again like the granary we don't want to build too
      close to our city, but unlike the granary we're going to completely separate
      the industrial sector from the housing.  Industry is best about 8 squares away
      from your housing, in an area that has good resources.  I'm not saying that
      you have to be right next to good resources, just reasonably close will do.
      Build out a road from your housing, and roadblock it to keep walkers from
      entering the industrial sector.  Now build two Storage Yards, one for the Raw
      Good the other for the Finished Product (right click on the Storage Yard,
      click special orders then click "Accept None", and finally click the Accept
      None command specific to that good that you want this Yard to store).
      Near the Storage yards build a 4x2 or 6x2 section of housing.  This is going
      to be our "slums", an area for industrial workers to work.  Don't worry about
      providing these people with any city services.  Also you need to build a Fire
      House, Architect's Post, and Police Station.
        Note:  Disease usually runs rampant in the slums areas.  To cut down on
               disease try adding a water carrier and a bazaar that buys ONLY food
               (check the bazaar's special orders screen).  However, since these
               people are usually quickly replaced after they die, there isn't much
               reason to waste money and jobs here.
      Now to actually start with the industry.  Depending on what we're
      manufacturing you may need to build a raw materials gatherer (such as a Reed
      Gatherer or Clay Pit).  Realize that raw materials are gathered quicker than
      finished goods are made.  Then build 3 or 4 of your industry.  You'll have to
      pay attention to how much of the raw material you have (if you consistently
      have none, you will need to increase production of the raw good, or if you
      have too much you need to build more industry to manufacture it into
        Trick:  If you have to create a water trade route, here is a little trick to
                decrease the time each boat spends at the dock.  When a boat docks
                it sends about 3 dock workers out to sell or buy goods at the
                appropriate Storage Yard.  So near any docks you have (you can build
                as many as you need) build a Storage Yard or two and set them to
                "Get" any goods that you want to sell, and also have them accept
                goods that you want to buy.  Say you buy flax.  Now near your linen
                industry you have a Storage Yard set to "Get Maximum" of the flax.
        Tip:  There is, of course, one small problem with the last part of that
              trick.  While your Storage Yard workers are out getting the flax, they
              can't deliver it to the industries.  However, since boats can sell
              only 1200 of any item at once, and Storage Yard workers can carry 400
              a time, this isn't that big of a problem.
      So what do you do if you don't have any good raw materials?  You import the
      raw materials and manufacture the finished goods to sell!  This lowers your
      profits, but the profits are still there.  When your people start demanding
      beer, linen, and luxury goods you have to import goods anyway.
        Note:  Remember that you can only buy so much of any one good from any one
               city in a year.  For example in one year maybe Men-nefer will sell
               you 4000 barley and buy 1500 papyrus.  So after they buy that 1500
               papyrus, they won't buy anymore.  The most a land trader can buy and
               sell is 800.  The most a sea trader can buy and sell is 1200.
        Tip:  Because each city is limited to how much they can buy in a year, and
              because you may produce a LOT more than they can buy of a finished
              product, you may want to sell off both the finished product, and the
              raw materials.  Try to only sell raw materials when it is above a good
              amount, like 2400 or 1600.
    Of Gods and Men
      We've now taken care of the most basic needs in your city, food and money.
      Now we need to both appease the gods and help your city's housing evolve
      further.  And you do this by building lots of temples.  You build each of the
      gods' temples at each block of housing, and try to divide the temples so that
      half are on one side of the housing block, and half on the other.  This
      increases the religious coverage, and helps guarantee that houses don't
      devolve due to losing access to a temple.
        Note:  Be sure to always have one extra temple built for your "Patron God",
               as they need the extra attention.
      Also build each god one shrine.  These shrines MUST be placed at least 2
      squares from a road to be effective, and so that they can be reached by an
      architect.  Yes, shrines can and will collapse.  Shrines don't give good
      religious coverage, so you don't want to use them for anything other than
      appeasing the gods.
      If you check out your Overseer of the Temples (press 9) you will see the gods
      mood.  Happy gods bless your city, unhappy gods smite your city.  It takes
      some time for the effects of building temples to affect the god's moods.  So
      if you check immediately after building the temples, you may not notice any
      change.  Simply wait a bit, and check again.  Their moods should have changed.
      Deciding where to build the Festival Square isn't easy.  It has a great effect
      on desirability, but it really messes walkers up (they get stuck on the square
      and will just wander around it for awhile).  My solution is to build it near
      a housing block, on a road that is blocked off with a roadblock to prevent
      walkers from getting on it.  You need a clear 5x5 area on an intersection to
      build a Square.  You can only build one in any given city.
      You want to hold festivals regularly, try to have them every 3 to 20 months
      (quite the range!).  You hold festivals to either get a god to bless you (say
      to get Osiris to help out with the Inundation), or to keep a god from being
      displeased with you.  Also festivals greatly help out the city mood.
      Unless you produce a lot of beer, avoid the "Grand Festivals" as they require
      a lot of beer.  Lavish festivals are therefore the best in terms of economics
      and appeasing the gods and your townspeople.
        Note:  As your city gains more people and money it costs more to hold a
               festival.  So at the start of a scenario it could cost 120 for a
               lavish festival, but near the end it could cost 900 or 1000 (or quite
               a bit more!)
    Temple Complexes:
      Only build Temple Complexes for your Patron Gods, as they seem to need the ego
      boost.  A Temple Complex is one of the Three Mega Desireable Buildings (with
      the other two being the City Palace, and the Dynasty Mansion; and to a lesser
      extent their corresponding smaller versions such as the Town Palace and Family
      Mansion) and should be built next to a Good Housing Block, that is, one that
      you intend to evolve as much as you can.  Temple Complexes require 50
      employees and are great things to build when you have high unemployment.
      Once you have already built the Temple Complex, you may notice that it still
      lists "Temple Complex" on the menu of things that can be built.  These are
      improvements that can be made to the Temple Complex, such as new Altars.
      These Altars have more effects than it would seem, for example the Altar of
      Ma'at (Ra's Temple Complex) allows your Priests to fight crime.
      Here's a short list of the various altars and their effects:
        Osiris' Temple Complex:  Altar of Sebek - as the priests pass your houses,
                                                  the people can make do with less
                                 Oracle of Min - speeds up the regrowth rate of
                                                 reeds and trees, which allows you
                                                 to harvest more.
        Ra's Temple Complex:     Altar of Ma'at - your Priests also gain the
                                                  function of crime fighters, as
                                                  they pass houses, the likelihood
                                                  of crime is lowered.
                                 Oracle of Horus - your people love you so much that
                                                   they will work for a lower wage
                                                   without being upset.
        Ptah's Temple Complex:   Altar of Amon - your quarries, wood cutters, and
                                                 brickworks work faster.
                                 Oracle of Thoth - librarians and teachers (scribal
                                                   schools) use less papyrus.
        Seth's Temple Complex:   Altar of Anubis - your mortuaries need less linen
                                                   to function.
                                 Oracle of Sekhmet - Similar to the Altar of Ma'at
                                                     your Priests work as crime
                                                     fighters, but Sekhmet also
                                                     allows them to catch criminals.
        Bast's Temple Complex:   Altar of Isis - not only does Isis improve the
                                                 overall health of the city reducing
                                                 the chance of disease, but also
                                                 removes disease when it does
                                 Oracle of Hathor - Improves city sentiment (mood).
      When you give a little, you get a little.  In this case, if you build temples
      and hold festivals for the gods, they'll reward you with blessings, both big
      and small.  Conversely if you ignore the gods they will punish you with
      Curses, but you won't get any of those so long as you keep them appeased.
      You work on the god that corresponds to what your city really needs.  For
      example, if you are about to be invaded (in about 4 to 6 months) try to kiss
      up to Seth a lot with Festivals to get his protection for your armies, or to
      smite the enemy armies.
      To check how close you are to receiving a blessing, check with the Overseer of
      the Temples (press 9).  The more "Ankhs" you have by their mood, the closer
      they are to giving you something pleasant.  And if they have a lightning bolt
      that means that they are about to curse you with something, for example,
      Osiris will make the flood poor.
      I think that the best god to kiss up to is Bast.  She has the two most useful
      blessings in the game, the first she blesses your houses and bazaars with
      a bounty of food and goods.  Very useful.  It doesn't mean that you have
      everything you need, she merely increases what was already there.  And her
      other good blessing is that she will hold a Festival for the other gods, which
      means that you can get many festivals for the price of one.
      If your city depends on exports, then Ra is the god to go to.  He has the
      ability to increase the sale price of your items by 50% for 12 months, and
      the ability to increase the amount your trading partners are willing to trade.
      Finally he also has the ability to increase your Kingdom rating, which can
      help you when it gets really low.
      Osiris increases the flood, and should only be buttered up if the flood is
      poor, or if there is going to be no flood at all.
      Ptah has two great abilities that have to do with Industry.  First he can
      increase the amount of goods in a Storage Yard to the maximum.  So if you
      had 100 linen, you will have the full 3200.  He also will supply your industry
      with the raw materials they need.
      Seth is the least useful in that he is strictly a military god.  However,
      don't ignore him, lest he smite your armies.  If you are going to be invaded,
      or your troops are going to be sent out to another city, Seth might come in
      handy (especially for the latter case).  Nothing is quite so satisfying as
      seeing an enemy army just die because of Seth.
    Entertaining Egypt
      Your city is certainly on the grow now!  Now we need to start thinking about
      Entertainment.  There are three sizes of entertainment "arenas", the Booth,
      the Bandstand, and the Pavilion.  Boothes can hold only jugglers, Bandstands
      have both jugglers and musicians, and Pavilions have those and dancers as
      Building one of these "arenas" takes some thinking ahead.  Hopefully you left
      space around the corners of your housing area, because that is where we are
      going to build!
      Boothes are the easiest of the three to build because they require little
      space (1 square off of the intersection) and they only need a 3 way
          =                   =  - road
          =BB                 HH - 1 square of housing
          =========           BB - Booth
      Boothes affect the least amount of people, and therefore you need more boothes
      than any other "arena".
      Bandstands take up quite a bit more space (it's a 3x3 structure), and is a
      little harder to place.  There are also several different ways of placing it,
      one that involves placing it inside of your housing (Method 1), and the other
      which involves creating a new road off of the housing (Method 2).
        Method 1:
                            =  - road
            =               bb - bandstand section
          ===========       HH - housing
          As you can see this would involve destroying a corner of your housing in
          order to fit the Bandstand.  This method minimizes the area that walkers
          can wander down, especially if you remove all the extra paths around it.
        Method 2:
          The main problem with this is that your walkers now have a 4-way
          intersection to wander around.  But this method disturbs your housing the
      Pavilions take up the most space, and are quite awkward to place as they have
      all the components of the previous two "arenas", plus a 2x2 dancing stage.
      There are, then, many ways to place a Pavilion.  The first way (Method 1)
      cuts into housing by only 1 square, the second way cuts into housing more,
      and the third way avoids cutting into housing altogether, but again creates
      more surface for your walkers to get lost in.
        Method 1:
              =                        =  - road
          pppp=pp                      pp - pavilion section
          pppp=pp                      HH - housing
        Method 2:
        Method 3:
            This method is by far the easiest to build as it requires the least
            planning ahead.  All you need to do is to build a 3x path out of a
            corner, and another 2x path out the other side of that corner.
    Training Facilities:
      Once you have your "arenas" built, and I would suggest that every block of
      housing could use 3 "arenas" (one of each type, plus maybe an extra booth as
      well), you need to build training facilities to train the entertainers
      themselves.  While your city is small you will only need juggling, so let's
      deal with that first.
      Juggler's Schools are the only Training Facility with a Positive Desirability,
      and so you can (but you don't have to) build next to your housing.  This is
      somewhat different from Caesar III where you wanted to build your training
      buildings far from your arenas, here it doesn't matter so much as the
      entertainers naturally wander the streets.
      The Conservatory and Dance School should be built in an industrial area of
      your city as they have negative desirability.  I can see why the Conservatory
      has negative, what with their off-key caterwauling, but the Dance School?
      Oh well.  You only need to build these after you have supplied your city with
      As your city grows you WILL need more than one training facility of each type,
      otherwise your arenas won't have enough entertainers to hold shows.
      Entertainers are not stopped by roadblocks.  Make sure that there is a
      road connection from your trainers to the arenas else thoose arenas won't have
      any shows!
    Expanding the City
      Now that your mini-city is up and running, we need to get on expanding it.
      First we are going to build another housing block near the first housing
      block.  In general I don't like two housing blocks interacting with each
      other, and so will build a roadblock preventing walkers from the first housing
      block from entering the next housing block.
                                         =HHHH  Second Housing Block (partial)
                                         r        =  - road
                                         =        r  - roadblock
                                         =        HH - one square of housing
       First Housing Block (partial) HHHH=
      Why prevent them from getting into other housing blocks?  Because that can
      create "dead zones" where certain walkers haven't passed in a long time,
      because they have so much road to walk on.  If housing is deprived of any
      resource, be it water, food, pottery, or anything; that housing will devolve!
      This is worst when they run out of water as it will devolve all the way down.
      Also be sure to build Courthouses at each housing block if you haven't already
      done that.
      Now we're going to want to evolve our housing into the better (and therefore
      higher tax base) structures.  The first thing we need is pottery, then beer.
      (After those come other things such as Mortuaries, Libraries, Scribal Schools,
      Linen, a Second Food Source, Luxury Goods, and a Second Type of Luxury Goods.
      These will all be discussed later!  But a quick note about this now, never
      evolve all of your housing blocks all the way, as your Labor Pool will
      actually DECREASE with the increase of wealth.  Rich people tend to not work.)
      If you can construct Clay Pits (about 3 should do) and Potters (4 or 5).  If
      you can't build Clay Pits you will have to import.  Have 2 storage yards, one
      for the Clay and the other for the Pottery.  Here's where we get tricky.  You
      want the Clay Storage Yard right next to the Clay Pits, however, you want the
      Pottery Storage Yard as close to your housing as you can get it (3x squares
      away or so).  Why?  Ease of access for your bazaar traders, of course!  The
      shorter the bazaar traders have to walk to get goods, the more goods they can
      collect, and therefore the quicker your housing will evolve and STAY EVOLVED!
      Very important.
      If you cannot construct Clay Pits, things get a little sticky.  You have to
      import either Clay or Pottery.  Obviously it is cheaper (and therefore better)
      to import Clay, but sometimes you just can't get enough Clay imported to
      supply your city.  This is especially true if you have to make Bricks for a
      Monument.  In those cases you will have to import Pottery.
      We want to do roughly the same thing for Beer (grow or import Barley) and
      Linen (grow or import flax), as well as the other resources discussed above.
      However, you don't want to add them too quickly to outgrow employment.  Keep
      looking at your unemployment rating, if it is too high, you may want to hold
      off on creating a good that will evolve your city.  On the other hand,
      building new industries is a good way to lower unemployment.  (by far the
      BEST way to lower unemployment is to evolve structures into Estates, however,
      this method often results in labor shortages)
        Tip:  If you want to avoid creating Scribes (people who don't work) in your
              city, just avoid luxury goods.  This way you can provide all the other
              services like libraries and scribal schools for the high culture, but
              still keep a strong workforce.
      While you are working on getting Pottery and Beer, you will also want to start
      any monuments that your city will need.  If you are going to be building Sun
      Temples, Mausoleums, or Obelisks remember to import the needed rock (because
      chances are you don't have it!), and to get all the materials and workers you
      need to build the monument.
      You want to build your monument in a highly accessible area, but it need not
      be connected to anything via a road.  By accessible I mean "close to" where
      the materials for the Monument are kept.  It doesn't need to be very close,
      but don't put them clear across the city map.
      Only build one monument to start with, but as that one gets further along,
      you should start the other one.  Why?  Chances are you will have more workers
      than that first monument will need (this is especially true as you finish a
      "course" on a pyramid, it requires less workers), and so they can go work on
      the other monument in their down-time of working on the first monument.
      Always build several work camps near monuments that require stone to be taken
      to them (Pyramids, Sun Temples, Mausoleums).  These workers will also build
      the foundation to Pyramids and Mastabas.  And build at least 2 of each type of
      Construction Guild (except the Carpenter's Guild, you only need one of those).
      This is to prevent such things as the stone pullers pulling 2 things of stone
      onto the same area (which effectively negates one of the stone loads!).
        Note:  During Farming Season your workers (the peasants, not the guild
               members) will only be able to accomplish ONE THING on a monument.
               So they might dig one square, then vanish.
       These "walkthroughs" aren't too indepth.  You can't really make a
       "walkthrough" for this game as you can for Final Fantasy, Resident Evil,
       etc.  Instead, these are basic guides on what to do and things of that
           Goals:  Population of 300
                   6 Meager Shanties
           As with the previous game, Caesar III, Pharaoh starts you out on
           what is more or less a Training Mission, although it's an actual
           scenario.  The first scenario will help you get familiar with
           all the features, and as you proceed through the first few scenarios,
           you will be introduces to more and new game features and options.
           First, find a spot and build a few houses.  One thing you must keep
           in mind in Pharaoh, along with Caesar III is the houses MUST be within
           two spaces of a road.  If there are any unoccupied houses more than
           two spaces from a road, it will disappear.  When you make your initial
           chunk of the city, you must provide at least enough homes for 150
           people.  At the 150 mark, Hunting will become available, and you will
           need food to gain higher housing levels, and that is part of the
           objectives in this scenario.  Remember, to provide water to your
           houses!  No water = disaster.  Once you have Hunting made available,
           build a Hunting Lodge, Granary, and a Bazaar.  Again, you must provide
           Once you have those essentials provided, you MUST build Firehouses.  If
           you neglect to do so, your city will literally burn down to the ground,
           and we don't want, do we?!?
           Remember that Six Meager Shanties is one of the requirements in the
           Nubt scenario, so you will have to right- click on the houses, and see
           what's wrond with them if they aren't up to that level yet.  More
           often than not it will probably be due to being too close to a Crude
           Hut, Granary, Bazaar, or Hunting Lodge.  All of these things brings
           down the immediate area's desirability.
           Remember four things for the Nubt scenario: Water, Firehouses, Food,
           and Desirability.
           Goals:  Population of 500
                   Culture: 10
                   6 Meager Shanties
           Welcome to the second city in your quest to become Pharaoh.  Thinis
           introduces you to a new, and very important element, Gold Mining.
           Gold is basically your form of currency.  It's also called "deben".
           You can't make any money by placing gold in your Storage Yards, so
           do you do with it.  Well, you are given a new building, the Palace.
           The Palace is where you turn your gold in.  It's basically your city's
           Treasury, I guess.
           Where do you put the Gold Mines?  Well, you must construct them in
           the area where "gold" is protruding from the rock.  Make sure you
           roads to them, otherwise you won't get anything done.  Gold mines
           have a tendency to collapse, so I highly recommend placing an
           Architect or two nearby to watch those mines.
           How do I get the 10 Ordinary Cottages?  Pharaoh introduces you
           to another VERY important aspect of the game, Religion.  In Thinis,
           you are given Bast for your God/Goddess.  If you want a successful
           city, I recommend placing Temples and Shrines for Bast.  Remember,
           she will determine your people's health and mood.
           What's next?  Entertainment.  No, there were no televisions back
           then, nor were there satellite dishes, so what did they do for fun?
           All kinds of things were done back then for entertainment.  Juggler's
           Booths must be constructed on a Crossroads or a "T" intersection, just
           like the other Entertainment buildings.  It is recommended that you
           learn how each building operates.  Juggling Booths won't do anything
           (entertain) without Jugglers, so build a Juggler's School nearby to
           produce Jugglers.
           How am I supposed to meet my requirements?  Well, the Culture Rating
           is pretty easy actually.  If you supply your city with enough
           Entertainment, your Culture Rating will be achieved.  To get the 10
           Ordinary Cottages may be a little harder for some people.  It all
           depends on how you have your city constructed.  Granaries and Hunting
           Lodges decrease the Desirability in the area, so keep them away from
           the houses if possible, but not too far.  Temples and Shrines will
           increase Desirability, so try to have those around as well.  As with
           all of the scenarios, be sure you have plenty of Architects and Fire
           Houses.  Without these, your city will literally be left in ruins.
           Goals:  Population of 600
                   10 Modest Homesteads
           Perwadjyt will introduce you to a new, and VERY important aspect
           of Pharaoh, Floodplain Farming.  Not all scenarios will offer
           Hunting as means of providing your city with food.  Farming,
           however, is available on most of the scenarios.  Just so you
           understand what "floodplain" is, it's the area near the Nile
           River that floods during the Flood season.  It's usually a dark
           brown or something close.
           Before you can get the farms up and running smoothly, you'll have
           get some people to move in, so make a medium- sized housing block,
           provide it with water, fire houses, and Architects.  Once you've got
           a small population, construct the farms.  I forgot to mention Work
           Camps.  Well, you MUST build them as well.  Five Work Camps should
           be supply enough employment for the farms and other buildings.
           Four or five Fig Farms should prodive you with enough food.  Just
           remember to build roads to the farms.  Sometimes it saves space if you
           get two or three farms to use the same road.  I forget just how the
           Flood plain is constructed in Perwadjyt, because I haven't played
           Pharaoh in a while, so here are a few examples of what I mean.
           (2 Farms)           (4 Farms)
           FFFF=FFFF        FFFFFFFFFFFFFFFF                    Key
               =            ================                   FFFF - Farm
               =                                               FFFF
                                                                =   - Road
           Those little drawings may not look all that great, but it shows you
           what I mean.  Most Flood plains are smaller in areas than others, so
           you'll just have to use whatever configuration you can with the
           flood plain you're given.
           After you've built the Farms, you'll have to build a Granary and a
           Bazaar.  If you haven't figured it out by now, a Granary stores
           food, and the Bazaar distributes it (as well as other goods).  If
           you keep Osiris happy on this scenario, food can become more abundant,
           since Osiris controls how well the flood is, and the better the flood,
           the more nutrient- rich (fertile) the soil is in the farms, and it
           will make more food.
           What do I do now that I've got a steady food production?  Well, you
           get to dive into another Industry, Clay Pits and Pottery.  When you
           build the Clay Pits, they must be relatively close to the water's edge.
           The Potter doesn't have to be close, but it should be close to the Clay
           Pit, so there is always a supply nearby, and it saves time.  Make sure
           you build one or two more Potters than you have Clay Pits.  Also, build
           an Architect or two nearby.  Clay Pits tend to have a higher chance
           to collaps than some buildings.  Once you have those built, build a
           Storage Yard.  The Potters must have a place to put the pottery, right?
           Keep in mind, that all of these buldings have a negative desirability
           rating, so try to keep them away from housing, if possible.
           Roadblocks will also become available eventually.  When they become
           available, read about them.  They are a great feature.
           How do I get the 10 Modest Homesteads required for this scenario?
           Right- click on each house and find out what is bothering that house.
           Gardens, Statues, and Plazas will become available at one point.  These
           are important, because they have a positive desirbility.  Pottery will
           just accumulate in your Storage Yard if you don't have the housing up
           to an Ordinary Cottage.  The bazaars will get the pottery and distribute
           it once Ordinary Cottages are found in the city.  After that, it's just
           a matter of time.  Just remember to experiment with the Plazas, Gardens,
           and Statues, because these are available in the remainder of scenarios,
           and are very important in having a successful city.
           Goals:  Population of 1000
                   10 Modest Apartments
           Neken gives you a rather large area to use.  Unfortunately, most of the
           land is arid, so water becomes more of an issue.  Water Supplies can
           only be built on grasslands, because where there's grass, there's water.
           Water carriers won't walk the entire city either, so you will have to
           make a housing block pretty close to the Nile's banks, so it will be
           near water.  When building your housing, you must leave a small area
           for Clay Pits.  Remember, they have to be next to the Nile's bank.
           Farming is a major issue as well.  Nekhen doesn't offer you very much
           space in the flood plain to build farms.  You'll have to be creative
           in order to use the given space wisely.  Just remember to have roads
           leading to the farms.  Work Camps should be built next.  You need
           workers, right?
           Nekhen allows you to use the Overseer of the Workers, which means you
           won't need to build a Palace to monitor the employment rate.  There is
           no gold to be mined, so you don't really need to build a Palace.
           Here's a Tip from Impressions: "If you have a lot of unassigned workers
           (but don't really need to build any new industries), building a Palace
           will reduce unemployment."
           Remember to built Potters for the Clay Pits.  Also, look back to the
           previous walkthroughs (especially Perwadjyt) for tips and help on
           reaching the 10 Modest Apartments housing level.
           Goals:  Population of 1500
                   Kingdom: 40
                   Prosperity: 20
                   Culture: 15
                   1 Small Mastaba
           Men-nefer is a large step up from basic city management.  Don't get me
           wrong, fires and all of those things can be hard to control, but
           you have a new challenge in Men-nefer.  You will be introduced to
           monument- building.  It is small, so it's not overwhelming.
           You'll have to begin your city in the neighborhood of the floof plain.
           Get some Work Camps, and Chickpeas Farms up and running.  You'll need
           to give your people just about everything in this mission, so plan
           your layout carefully.  You'll need Entertainment, Religion, Magistrates,
           Healthcare, pottery, and beer.  You'll need all of those to make the
           housing levels evolve.  Without them, you'll have large areas, which
           will be commonly referred to as "slums".  You don't want that, do you?
           Build a few Tax Collector's somewhat early, because Pharaoh didn't leave
           you enough money for this mission.  I'll get back to money in a minute.
           Once you've got one Spacious Apartment, you'll introduced to the
           Education features.  For Educational structures to properly function,
           papyrus must be available.  So, build some Reed Gatherers and Papyrus
           makers.  The Reeds are grown in the marshes.  There are two areas of
           marshes on Men-nefer.  The Reeds are the "yellow" things that stick up
           in the Marsh.  Build several Reed Gatherers and Papyrus makers because
           Papyrus will be your only way of income, with the exception of Taxes.
           Once you have schools working, Trading will become available.  Perwadjyt
           will sell you bricks for your Small Mastaba, and Nekhen will buy Papyrus
           from you.  Before you can trade, you must open each trade route, and
           visit the Overseer of Commerce.  By visiting him, you will be able to
           set Papyrus to "Export" and Bricks to "Import".
           Once you have those taken care of, it's time to select an area for the
           Small Mastaba.  You will need a Storage Yard.  Set it's orders to Accept
           bricks only.  Don't let it accept anything else.  Also, set all the other
           Storage Yards in your city to "Do not Accept".  When the traders come
           into the city, they should drp off the bricks at the Designated Storage
           Yard.  When a load of bricks come in, you will be prompted with some
           information about the construction of the Small Mastaba.  Be sure you
           have at least four or five Work Camps in Men-nefer.  More will be
           helpful when clearing the ground for the Small Mastaba.  Also, some
           Bricklayers' Guilds will be needed.  They lay the bricks for the Mastaba.
           Select the area for the Mastaba to be built from the "Religious" panel
           on the interface.  Make sure it's close to the Bricklayers' Guild and
           Storage Yard.  This reduces the time for construction.  It didn't take
           me very long to complete the Mastaba.  I was importing all the bricks I
           could, and I was still waiting for bricks to be delivered.  Also, I
           had to send some Papyrus to a city, and they rewarded me with a ton of
           bricks.  Unfortunately, my Small Mastaba was finished, but I took them
           Once you finish the Mastaba, there's not much else to do.  Just wait
           for Nekhen to buy more Papyrus from you, and you should win it.  Also,
           make sure you meet the other "goals" for the mission.  "Prosperity"
           will probably be the one that is not met yet, and that's because you
           must wait until you sell more Papyrus.  Also, make sure there is low
           unemployment and fairly good housing.  Once you've met everything, you
           Goals:  Population of 2000
                   Kingdom: 70
                   Prosperity: 10
           Welcome to Timna.  The first thing you'll find out is you are not alone.
           The Bedouins are nearby, and they don't want you to have that copper
           deposit your city is sitting on.  Pharaoh and a few other cities will
           request goods from you, so be prepared for that.  You are given a set
           time, and usually, it's not all that long, or so it seems.  Your
           Kingdom Rating will be what suffers if the goods aren't sent and
           received in the given time.  A suggestion would be to build plenty of
           Storage Yards so you wouldn't have to worry about it as much.  Copper,
           weapons, money, and gems are the main requests.  Copper is the main one,
           however, so be sure you produce plenty of it.
           One thing you should take into consideration when building your city is
           where to build it.  Well, it's hard to say.  The Copper Mines do take
           up room, as do the rocks the Copper is in.  So, you'll just have to
           make some sort of compromise.  If I can remember correctly, I built my
           city in small groups.  I wasn't able to make one huge dense housing area.
           Well, that's just from memory, I may be thinking of a different level.
           Hunting Lodges are available once again.  What's the food?  Ostriches!
           Tastes like chicken, right?  It is suggested by many that you try to
           import some food.  I also recommend doing so.  Nubt offers game meat, so
           go for that if you can!
           To stay out of debt, make Gold Mines near the rocks wher Gold protrudes.
           Place your Palace near them as well to reduce time.  As always, make
           sure you have Architects near the Gold and Copper Mines, since they are
           much more likely to collapse than other buildings.  Also, build Tax
           Collectors, and Police Stations.  I forgot to mention that in the last
           Walkthrough.  There is always crime, and the Police will help limit the
           This level requires you to build an army.  I know, you've been waiting
           for war right?  Well, a group of Archers and Infantry should fend off
           the Copper- hungry Bedouins.  Keep Pharaoh happy with his requests and
           your Kingdom Rating will rise, and you should win the level of Timna.
           Goals:  Population of 2500
                   Kingdom: 45
                   Prosperity: 20
                   Culture: 15
                   1 Medium Mastaba
           Bedhet allows you to go fishing.  Wahoo! You also get to mine for gold,
           which will add to your income.  As you'll find out, gold mining isn't
           always available.
           To start fishing you'll nees a few things.  A Shipwright and a Fishing
           Wharf must be built.  The Shipwright constructs the boats for the Fishing
           Wharf.  Be sure you have wood in your Storage Yard(s).
           Trading also becomes a little more complex.  They will be coming to you
           the Nile River.  So, you must build a Dock on the river, and a Storage
           Yard or two nearby to receive and send goods.
           Mining Gold comes into play with trade.  This mission makes you build a
           Medium Mastaba, which requires more bricks than the Small Mastaba did.
           To ofset the costs of importing bricks, you will have to mine gold.  For
           the Gold to be of any use, you'll have to build a Palace once again.
           Gold isn't your only source of income.  Taxes, Papyrus, and Beer will
           help.  Papyrus and Beer are your chief exports.  You can also import
           Flax, and turn it into Linen, and export the Linen to turn a profit.
           Warships also become available.  You'll need to build a Warship Wharf,
           and make sure your Shipwright has wood.  The reason I bring this up
           is you will be attacked by enemy warships.
           Although I didn't find it necessary, you could build a group of Infantry
           or Archers in case the enemy boats get past your warships and land their
           One problem you may encounter is limited riverfront space.  You'll just
           have to work it out.  If I remember correctly, I didn't seem to have too
           trouble with it, so I'm sure you should do okay.
           Ferry Landings will issue people across the Nile.  For more information
           on the Ferry Landings, read the Pharaoh manual.
           Goals:  Population of 2500
                   Kingdom: 60
                   Prosperity: 25
                   Culture: 25
                   2 Small Mastabas
                   1 Medium Mastaba
           City construction is recommended to take place on the eastern bank.
           This allows you acess to the larger flood plain.  Unfortunately, it
           won't be a source for food.  Fishing is once again your way for
           food, so build Fishing Wharves and Shipwrights.
           Trading is important in Abedju.  Most of the trading is by water,
           which will require a Dock and a Storage Yard nearby.  The majority
           of your income will come by the means of exporting Beer and Linen.
           A bridge can be built where the land masses are close.  This will allow
           reed gatherers to cross the Nile and access the Marshland, where the
           Reeds grow.  Remember Reeds are requires to make Papyrus, which you can
           export to make a little extra money.  Papyrus tends to be one of my
           favorite types of exports, but I have no idea why.  I know it's fairly
           easy to get the Reeds and turn it into Papyrus.  One thing that you
           may consider is building two docks.  It will help sometimes.  Try to
           make them right next to eachother, since the boats seem to go to which
           ever one is closer to the entry point.
           Open a trade route with Byblos to import Wood.  Wood will be required
           for the construction of the Warships.  You DON'T need a lot of it, but
           it is very expensive.
           Abedju introduces you to a new concept, brick making.  In past missions,
           you've been able to import bricks for your Mastabas.  Well, Abedju makes
           you build three of them, which takes a lot of bricks.  You'll need both
           Clay and Straw to make bricks.  It takes 100 bags of clay and 25 bundles
           of straw to make 100 bricks.  To make things easier on yourself, fulfill
           the requests for Beer, and you'll be sent bricks as a "Thank You".
           To build the Mastabas, you'll need plenty of workers.  Be sure to have
           Work Camps and Bricklayers' Guilds.  Place the Storage Yards near the
           Mastaba sites, so transporting the bricks doesn't take too long.
           Remember to only build one Mastaba at a time!  After that, use your
           Pharaoh knowledge and get the remainder of the requirements met and it's
           on to the next city!
           After I've received a bunch of emails on this level, I decided to do a
           little more investigation to see why people have trouble with this
           level, and why it can take people over 200 months on the Hard Setting.
           I ran across something someone posted, and the person's name was
           Here's what was included -
           You need five settlements, in this order:
           1.  4 Flax and 2 Barley Farms on the easily accessible floodplain near
               the kingdom road -- build one 2x2 housing block.
           2.  Reeds and Papyrus across the river, later enhanced with a little
               Flax and Barley -- build one 2x2 housing block.
           3.  Papyrus, Fish, and Industry at the south end of the Kingdom Road,
               build a few houses.
           4.  Big block at the north end of the Kingdom Road.  This is going to
               supply all the workers for your first- year export industries.
               Fill this with houses as soon as you can.
           5.  Really big block across the Nile.  This is going to supply enough
               workers for 31 brickyards.  Build the initial housing so you can
               start fishing before long.
           As settlers arrive, first build the work camp for your floodplain farms,
           then a Temple, Water Supply, Firehouse, and Architect for each big
           block, then Industry and Raw Materials become available.  Start making
           bricks and export them for a while!  This provides needed funds.  Your
           goal is to have 1000 people after one year and 2000 after two without
           going into debt.  If you do this right, you should get a good harvest
           from all six farms and export the linen and beer in the first year.
           The next priority is to provide food for everyone.  If you don't, plague
           will strike.  Import Figs and Chickpeas until your Fishing is fully
           established.  (Of course you're importing 100 fish so you don't need to
           build granaries.)
           In the dock area (3 docks, as far south as you can put them) have 3
           storage yards accepting only clay, straw, and linen.  A nearby area
           handles the lucrative land trade.  Between the docks and southern housing
           block build Brickyards, as many as you can.  The more you buil, the more
           raw materials you will import.
           Once people are fed, get the monument zone going, just to the northwest
           of the south housing block.  First build storage yards set to "get
           maximum" bricks.  These will grab the bricks you've already produced and
           stored in the land trade area.  Then start on the Medium Mastaba,
           supported by work camps and bricklayers.
           I did the Mastabas wrong, and whoever does them right is going to get
           down to 90 months.  Once the Medium one is 70% done, start the second,
           and once bricks are going onto that, start the third.
           What I'd recommend (not that I did, but I'm wiser now) is to have three
           or four storage yards set to accept bricks as close to the mastabas as
           you can.  All 31 brickyards deliver directly to these.  Keep the number
           small so that your bricks don't get spread out.  That way workers can
           always find a full load of bricks and find it without traveling.  If
           you have bricks anywhere else, set the storage yard to "empty" them.
           Avoid at all costs letting your workers travel far to get bricks.  To
           practice this, load the second save game
           (www.tiac.net/users/bamberg/pharaoh/abydos/Abydos.zip) and see if you can
           build the last two Mastabas in less than two years.
           Late in the game, you may be able to import bricks.  Do so, but check
           carefully to be sure that you're profitable for the year.  Otherwise
           you'll have three Mastabas and no prosperity.
           My guess is that anyone who masters this level will be able to do all
           the pyramid-building levels twice as fast as the average player.  Caesar
           III experts take note -- there is nothing in the C3 career like the
           logistical problems of handling all these bricks.
           Eventually I was limited by the size of my brickmaking industry.  I see
           no reason that 6000 people for a population and 40 bricklayers isn't
           possible.  Another obvious improvement to what I did is to produce and
           stockpile beer for Pharaoh across the Nile -- but don't let anyone but
           immigrants use that ferry!
                                      Selima Oasis
           Goals:  Population of 3000
                   Kingdom: 55
                   Prosperity: 20
                   Culture: 20
           Welcome to the next city, Selima Oasis!  Lucky for you, you've all kinds
           of Trade Route problems here, well, I guess it's not so lucky is it?
           Your economy will be dependent on exporting Wood.
           "Be sure to avoid building on ostrich spawning grounds.  No more spawning
           grounds equals no more ostriches, which equals no more food, which
           equals no more city!  You can only stretch ostrich meat so far and may
           need to supplement your people's diets with imported food." - Impressions
           You'll need to import Copper, which is expensive.  Copper will be used
           for making weapons.  You'll need some troops in Selima Oasis.  There are
           a few requests for Troops that you must fulfill.  Another request that
           will pop up is luxury goods.  Pharaoh needs his stuff!
           Another way, other than exporting Wood, to make money is exporting Beer
           and Papyrus.  As I've mentioned earlier, trade routes are a bit of a
           problem.  Distant battles keep taking them out, so be patient!
           Goals:  Population of 4000
                   Kingdom: 50
                   Prosperity: 30
                   Culture: 30
           Abu is an interesting city.  There are quite a few new things you are
           introduced to here, so I strongly suggest you read all messages and
           tutorials that pop up here so you know how everything works.
           Stone and trading are very important on this level.  Stone will be
           requested by Pharaoh, plus you can export it for profit.  The better
           you do tapping into the resources, the more money you'll make.  The
           city you make here will help you later on.
           With Stone on your mind, you may forget about your Armies.  I suggest
           that you don't.  Pharaoh will request some, so I suggest that you keep
           a few companies available.
           There's not a whole heck of a lot to do here, for a walkthrough, that is.
           Use our Pharaoh experience thus far to make Abu a thriving city.  The
           Dock should be built on the Western body of water, if I can remember
           Good luck!
           Goals:  Population of 3500
                   Kingdom: 30
                   Prosperity: 15
                   Medium Stepped Pyramid
           We've got a lot of building to do!  You get to build your first pyramid!
           Excited yet?  Well, it takes quite a while to do, so be patient.
           Before I rush right into the Pyramid construction, I'd like to discuss
           food at Saqqara.  You are given two, count them, two, forms of food.
           You get ostrich and pomegranates.  Pomegranates are brand new to you,
           so you will be introduced to a new form of farming, meadow farming.
           This is somewhat different from the Floodplain farming in the fact that
           you don't need to build the farms next to the water.  Where you see
           small yellow "tufts" of things in the grass, that is where you can build
           meadow farms.  They need water, so you'll need a water lift near the
           Nile River, with an operator, as well as an irrigation ditch to the
           farm(s).  The meadow farms don't do quite as well as the floodplain farms
           due to fact that the floodplains are more fertile than the meadow farms.
           For one source of income, build Gold Mines at the north end of your
           city.  The only problem you may encounter here is those damn hyenas.
           Sometimes they have a threat of attacking your Gold Mine deliverymen.
           The Gold Mining doesn't just offer you income, but it allows you to buy
           other raw materials, so you can turn them into finished products, and
           sell them.
           Before you start to take up a lot of room here, start your pyramid.  It
           does take up some room, and it also takes a long time to make.  As with
           the Mastabas, you'll need people from Work Camps to clear the ground.
           Building a pyramid is different from building a Mastaba in a few other
           ways.  You'll require carpenters and stonemasons.  A Carpenter's Guild
           will need to be built to supply Carpenters.  A few suggestions for the
           pyramid building would have to be to make multiply Stonemasons' Guilds
           and mine a lot of stone while the base of the pyramid is still being
           Do I accept the pomegranates as a gift?  YES!!  If you don't, it will be
           a bad mistake.  Take the gift even if you're choking on pomegranates.
           Visit the Overseer of Monuments once the pyramid is done and make sure
           you have sent all things necessary.
           Good luck!
           With all of the monument constructionm it tends to bring down your
           Prosperity and Culture ratings, so just ignore them until the pyramid
           is done.  Well, that's what I did, and I beat the level, heh.  You
           may do something different.
                                     Serabit Khadim
                        |                 Goals                 |
                        | Population                 2000       |
                        | Kingdom                     80        |
           Goals:  Population of 2000
                   Kingdom: 80
           Attack!!  Yeah, that's what you'll be looking forward to in Serabit
           Khadim.  All kinds of armies will be charging through, trying to
           take you out.  Fortunately, there is a small wall constructed around
           the city, but you will still need to build some troops.  Attack isn't
           the only important thing here....copper is.
           You'll need to establish Copper Mines as soon as possible.  I recommend
           you build lots of them as well.  Pharaoh like and needs his copper, so
           be sure to have a steady supply of it in your Storage Yards.  You can
           also export the copper and use the copper to make weapons, which you'll
           need for your Infantry.
           "As with the Selima Oasis, be careful not to build over ostrich spawning
           grounds.  Exporting jewelry and excess copper will bring money to build
           up your military and supplement sparse food resources." -- Imp
           "Invasions and requests for goods (like gems, weapons, and luxury goods)
           will grow in size with each passing year, so try to meet the win
           requirements as quickly as possible." -- Imp
           Goals:  Population of 3000
                   Kingdom: 40
                   Prosperity: 25
                   Culture: 25
                   Monument: 39
                   Stepped Pyramid Complex
                   Small Stepped Pyramid
           More building!  Yeah, Pharaoh gives you the opportunity to use your
           monument building skills once more.  The Stepped Pyramid Complex you
           are required to build is rather massive, which will require a lot
           of laborers and stone.  20 Work Camps will also speed up the process
           of preparing the base.
           The best thing to do in the early game is to establish a few trade
           routes, which will allow you to turn an income.  Wood and Papyrus are
           the recommended exports since they cost quite a bit to purchase.
           Place the Stepped Pyramid Complex as soon as you can.  It will allow you
           to build the remainder of your city around it.  Also, this features a
           Causeway, which must extend to the water's edge.  No traffic can flow
           through it.
           As already mentioned, you'll need stone.  You'll find plenty of room in
           the rocky areas for this.  Building plenty of quarries will help save
           you time.  With so much emphasis on the Stepped Pyramid Complex, you
           must not forget about the Small Stepped Pyramid.
           There is also a meadow area, which will allow you to build a few farms
           to feed your people who are in the quarry area.
           You aren't alone by the way.  You will need an army because you will be
           under attack a few times, so be ready.
           Goals:  Population of 3000
                   Kingdom: 75
                   Prosperity: 25
                   Culture: 25
                   Monument: 9
                   1 Small Obelisk
           Gold Mining is your friend.  You will have to spend your money wisely
           in this mission.  Copper is the main reason for the lack of money.
           The reason you need copper is for your Infantry.  You'll need plenty
           of troops.
           Pharaoh has also begin a large construction project, which will require
           a large amount of limestone to be sent to him, so be ready for his
           requests.  You must find a balance between troops and limestone.  You
           don't want to overproduce on one and have Pharaoh make a request for
           something you don't have, do you?  Also, beer and debens will be
           Pharaoh isn't the only one who needs troops.  In fact you will need a
           supply of them as well.  Walls and Towers can be constructed to help
           defend your city.  Use the God, Seth, to help you.  Remember that Seth
           controls armies and war, so be kind to Seth, and you may be rewarded.
           Pharaoh isn't the only person doing building.  You must build a Small
           Obelisk, which will require a supply of granite.
           As a warning for requests, be sure you have a large supply of Beer on
           hand when 2568 BC rolls around.
                                      South Dashur
           Goals:  Population of 3500
                   Kingdom: 50
                   Prosperity: 25
                   Monument: 21
                   1 Medium Bent Pyramid
           If you haven't noticed, my walkthroughs are getting shorter.  Well,
           this one doesn't need to be explained too thoroughly either.  This
           mission is fairly understandable and straightforward.  The best thing
           you can do is just use your knowledge thus far and use it for this
           level.  There's nothing too challenging.
           You will, however, have to make plenty of money, because the Trade Routes
           get a bit troublesome here.
           Pharaoh will make requests for Grain, Beer, and Limestone, and in return
           you'll receive plain stone, which will be used for the Medium Bent
           Pyramid you must construct.
           Limestone and pottery are probably your best bets for exports here, just
           remember to keep enough limestone for your Pyramid.
                                      North Dashur
           Goals:  Population of 3000
                   Kingdom: 55
                   Prosperity: 30
                   Culture: 20
                   Monument: 32
                   1 Large Pyramid
           Welcome to the next busy level.  Pharaoh will keep you busy in North
           Dashur, that's for sure.
           Importing will be something you'll need to do.  You can grow Barley,
           which you can make into Beer, which is an item you can export for a
           nice amount of money.  Beer exports will be a key for offsetting your
           costs for other imports.
           Military isn't stressed too much here, with three or four Forts built,
           your city should so fine.  Copper gifts can be used for weapons for
           your infantry, with any excess going to exports.
           Storage Yards are an important thing here.  You'll need to have a nice
           supply of limestone, barley, and grain on hand for the greedy Pharaoh.
           Pharaoh will give you gifts of Plain Stone, which will be needed for the
           little construction project you have.
           Goals:  Population of 4000
                   Kingdom: 65
                   Prosperity: 30
                   Culture: 30
                   Monument: 9
                   1 Small Mastaba
           As you've noticed thus far, Pharaoh is making you do more and more
           as each level progresses.  Well, requests always keep you busy, so
           be sure you have plenty of Storage Yards.
           As soon as you can, start a Gold Mining community near the rocky
           outcrop with gold protruding from it.  Gold is important because it
           offers of a local Income.  Copper can also be mined, which can be used
           for weapons and an income!
           Food may be a little troublesome.  Your required population has been
           increased, which means you'll need lots of food.  Fish is the only
           local suppy of food.  So, as you've learned already, you'll have to
           import whatever food you think will please them.  I should point out
           that whatever food types they receive, don't change their mood, so
           it doesn't (actually) matter which food you decide to import.
           Whatever is the cheapest will be the logical choice.
           You are NOT alone!  The Kushites are nearby and they would like to get
           their hands on your Copper and Gold.  There really is no ONE way to
           secure your city from them.  I suggest that you have a strong Navy to
           intercept any enemy boats that wander into the city's area.  I also
           suggest that you have a strong army in case one of their boats gets past
           your Navy and lands the troops it is carrying.  You don't have to have
           more than three Forts, but it wouldn't hurt.  It all depends on your
           Navy, really.  I should warn you that they bring larger and stronger
           forces as the scenario progresses, so you could build a few extra Forts,
           but as I alreads said, a great Navy will help keep their transport boats
           from unloading their troops.
           Remember to have wood for your warships (Navy).  Being on Seth's good
           side is another important idea.  He can help destroy armies, as well
           as yours if you ignore him!  Granite should also be onhand.  I believe
           Pharaoh requested some, and you'll need to put some in the Small Mastaba
           you just created.
           If you'd like to view a saved game (not mine) for this level, go to
           Tip from Sean Hurley:  While in Iunet, the city accumulated massive
                                  wealth with a kingdom rating of 100.  So I
                                  simply raised my salary to 100 deben per
                                  month and moved it down occasionally to
                                  maintain my kingdom rating. Eventually, I
                                  accumulated about 45,000 deben in my personal
                                  savings before completing the assignment.  Upon
                                  entering Rostja, I simply donated my 45,000
                                  deben to the city and found myself on a blank
                                  map with 55,000 deben.  Needless to say, I had
                                  no difficulties whatsoever. It got to where
                                  the only messages I would receive were the
                                  annual Inundation reports, which are quite
                                  annoying when you don't have farms. By the time
                                  I finished the pyramid complex, my personal
                                  savings were back up to an obscene amount
                                  through my extortion of the city.  I still
                                  ended with a kingdom rating of 100 through all
                                  the requests to Pharaoh I fulfilled. I am now
                                  ready to glide through the next city without
                                  cheating.  The key to Pharaoh is the personal
                                  savings.  Through proper "financial management",
                                  nothing is difficult.
           Goals:  Population of 4000
                   Kingdom: 60
                   Prosperity: 35
                   Culture: 40
                   Monument: 18
                   3 Small Mastabas
           I read through the Walkthrough that Impressions did for this level, and
           it is excellent.  So, instead of trying to make up my own, I'll just use
           theirs in quotes.
           "Building an efficient city at On is a test of your ability to create
           different self-sustaining zones.  There are five landmasses here: the
           east bank, the west bank, and three islands.  The only way to access
           the west bank is to skip across the islands from the east bank."  -- Imp.
           "Begin your city by building ferries that will allow immigrants to
           access the west bank.  It is there that you should set up the first
           zone in your city.  Build some housing, Hunting Lodges, and a papyrus-
           making industry.  Build a Dock there, too.  Make sure that the ferry
           fromt he west bank to the western island has access to employees on
           both sides.  Use the western island to grow flax for linen production.
           Linen and papyrus can then be exported through the Dock on the west
           bank."  -- Imp.
           "Next, establish a quarrying community by the rocks on the east bank.
           Build a Dock there, too, and export limestone from that Dock.  You
           should now have some well-established sources of income."  -- Imp.
           "Establish a food-producing community on the middle island.  Since the
           west bank is self-sufficient, there is no reason to provide employees
           to the ferry leading from the center island to the western island until
           later in the scenario, when your entire city needs linen and papyrus.
           However, the east bank is without a source of food, so the ferries
           leading from the east bank, across the eastern island and to the middle
           island should all have access to employees and road connections.  This
           is a good place to employ your knowledge of Roadblocks.  Build a Granary
           by the limestone Quarries, and you will be able to feed your people
           there." -- Imp.
           "By ensuring that there is no way for Dock deliverymen from the east
           bank to get to the west bank, and vice versa, you will violate river
           trade, thereby making it more efficient.  Trade ships will only visit
           the west bank to buy papyrus and linen, and only visit the east bank
           to buy limestone." -- Imp.
           "The eastern island is a good location for the brick-making community.
           You'll need lots of bricks to build the three small Mastabas."  -- Imp.
           "If you use tips as a start and remember to save room for three small
           Mastabas, you should soon have a thriving city at On."  -- Imp.
           "A word of warning: you will be asked several times of gifts of
           limestone.  If you don't fulfill these requests, one of your trading
           partners will become upset and close its route, potentially cutting off
           your source of luxury goods, which you need as a burial provision.
           Either stock up on luxuries early, or be sure you don't miss these
           limestone requests." -- Imp.
           You will NOT need any military!
           A saved game file can be found at:
           Goals:  Monument: 53
                   Kingdom: 50
                   1 Sphinx
                   1 Pyramid Complex
                   1 Medium Pyramid
           You've got a challenge here.  Many people say this is one of the most
           difficult scenarios in the game, so be patient.  I read through
           Impression's Walkthrough for Pharaoh, and the first part is an excellent
           way to start off.
           "Take a moment to look at the terrain before getting started.  There are
           a few things to notice." -- Imp.
           "First of all, despite the presence of flood plain here, you cannot build
           farms.  So, take a look around and locate the ostrich breeding grounds,
           because your people are going to be eating a lot of ostrich meat!  Be
           particularly careful when placing the Pyramid Complex not to cordon off
           the ostriches on the western bank of the main Nile branch here.  You will
           need to be able to access them for food." -- Imp.
           "Secondly, notice that all of the rocky areas are at the western edge of
           the play area.  You will need A LOT of plain stone for Khufu's Pyramid
           Complex, not to mention the medium Pyramid that you have to build for
           Khafra too.  You will also need to mine lots of gemstones and create lots
           of luxury goods (jewelry) for export.  These are your main sources of
           income and should be attended to from an early stage." -- Imp.
           "Finally, suitable areas for Dock placement are a long way from the
           mining areas, so try to devise a system to efficiency move gemstones
           and jewelry for exportation.  Instead of making Dock deliverymen come
           to the mines to get gems, make the gems available near the Dock.  Build
           Storage Yards to "Get" gems." -- Imp.
           The first two aspects I'd suggest concentrating on would be money and
           military.  You will be attacked fairly early.  Keep two companies
           of Archers and Infantry around to fend off anyone who doesn't like you.
           Gems are something that must be mined and stored in excess.  Keeping 2
           to 3000 gems around is a great idea due to requests.  DO NOT forget
           Tax Collectors!  They will pick up any taxes owed, which will help you
           through the tough times.  Try to export anything you can to make a
           profit.  Money is important here because of all the stone you'll need.
           Okay, monument building will take a while.  I'd suggest starting out with
           the Sphinx.  Once you've got that finished, and you have an efficient
           city, you can start on the other two.  You must carefully plan where to
           place the other two monuments, because your city could be in a bad spot
           and not allow you to build a monument, which would make you lose the
           scenario if you can't figure out how to build it.
           After that, it's just a matter of time when the workers finish the
           construction of the monuments.  Good luck!
                                     Bahariya Oasis
           Goals:  Population of 3000
                   Kingdom: 40
                   Prosperity: 25
                   Culture: 15
                   Monument: 13
                   Sun Temple
           One word: Wood!  Yeah, wood is important here.  Exporting wood is a
           very important way to make money.  Exporting wood will allow you to
           import other raw materials, which you can refine into other goods.
           The military is a little sneaky here.  Usually, there will be little
           pop-ups that tell you how much longer until the next military group
           attacks your city.  Instead, they just attack...no pop-ups.  I
           suggest looking at the Military Advisor, who will show if an enemy army
           is approaching.  Three companies of both Archers and Infantry will
           get you through the military aspect of this level with no problem.
           A few other items you'll need to import are Copper and Sandstone.  Copper
           is used to make weapons for your Infantry.  Sandstone will be used for
           your Sun Temple.
           A few folks I talked to had a problem with unemployment on this level.
           They decided to turn Bahariya Oasis into a Linen distribution point.
           This is an excellent idea. Importing flax will be required.
           A saved game example can be found at
           Goals:  Population of 4500
                   Kingdom: 50
                   Prosperity: 40
                   Culture: 45
                   Monument: 13
                   Sun Temple
           Pharaoh will make serveral requests in the beginning.  Fulfilling his
           requests will open trade routes, which you will need to get items, which
           will allow you to win.  Game meat, grain, and wood should be stockpiled
           for the simple reason that Pharaoh will be requesting things.
           Importing sandstone will be the most boring part of this level.  It does
           take a while, so be patient.  Money will be important, so exporting wood
           and papyrus will help you.  I must say that Wood is the primary export
           due to the amount you have and the amount of money you can get for
           trading it.
           A saved game example can be found at:
                                      Dunqul Oasis
           Goals:  Population of 3500
                   Kingdom: 80
                   Prosperity: 20
                   Culture: 20
                   Monument: 6
                   1 Small Obelisk
           The condition of the ground makes this a little more difficult, or some
           say.  Careful planning is the key to making a fair amount of money and
           maintaining an economy.
           Granite, game meat, and weapons will be asked for here, so keep a nice
           supply in storage for those times.
           The main thing you have to do it stay out of debt.  Doing that is a
           little hard, but having a few constant exports will help allow you do
                                      Dakhla Oasis
           Goals:  Population of 5000
                   Kingdom: 65
                   Prosperity: 45
                   Culture: 50
                   Monument: 6
                   1 Small Obelisk
           "The first struggle at Dakhla is to get immigrants past the hyenas and
           into the city.  There is a simple solution to this - designate housing
           areas that will prompt immigrants to travel south of the oasis to get
           to the housing.  A good rule of thumb is to establish areas of housing
           south of the road that leads northwest out of the region.  If the
           hyenas continue to plague you, build some Forts, and use the military
           to send the hyenas to the 'Field of Reeds.'
           By this stage in the game, you should be able to recognize your biggest
           initial source of income and build the beginnings of your city around
           exports of that good -- in this case, wood.  However, do not forget to
           pay attention to other goods that your city can produce because other
           cities will inevitably request them.  Make sure that you are producing
           and storing beer, bricks, grain, and wood before the scenario progresse
           too far.  Pre-emptive stockpiling is a good economic tactic for Pharaoh.
           Granite is needed for construction of the small Obelisk, but will only
           become available through fulfilling the needs of your fellow Egyptians.
           As soon as it does become available, begin importing it.  You will need
           100 granite blocks stored before you can begin work on the Obelisk.
           If you are able to successfully manage the economics of the Dakhla
           Oasis, you are well on your way to becoming a master of Pharaoh."
           - Thanks to Impressions
           Goals:  Population of 4000
                   Kingdom: 90
                   Prosperity: 25
                   Culture: 25
                   10 Common Residences
           The first thing many people say is that you must save your game often,
           as you will need to do because this is one of the hardest levels of
           the game, if not the hardest.
           "You are stuck between two warring factions who struggle for supremacy of
           Egypt: the rulers of Henen-nesw and the rulers of Waset.  You will be
           asked to take sides.  Thinis is being rebuilt by the rulers of Waset,
           which makes them the "good guys". Don't accept gifts (however tempting)
           when Henen-nesw tries to bribe you, and don't give in to their extortion
           Be scrupulously true to your Waset allies, or you will set off a series
           of events that will send army after army to destroy your city. Your
           choices may not make you popular, but it's easier to rebuild your
           Kingdom Rating than it is to rebuild your city after it's been sacked!
           This is a heavy combat mission, so regardless of your choices, you'll
           still need soldiers.
           Lots of soldiers.
           Multiple invasions will occur, and sometimes they'll overlap, so you'll
           be fighting two enemies at once!  One way to reduce your losses is to
           use your warships to take out enemy transport ships before they land
           their troops.
           You might have to go into debt for a while, but as long as you can set
           up Gold Mines in a timely fashion, you shouldn't have any lasting
           problems.  Mining gold should be one of your first priorities.  You'll
           need it to pay for the copper you'll need to import.  Don't overlook
           beer, though.  Exports of that can be just as lucrative.
           Take advantage of the road system.  With a little adjustment and
           carefully placed housing and roadblocks, you'll be in a position to
           harvest every resource the city has to offer.
           You start out with high unemployment, so no one wants to come to your
           city.  Try clearing some of the housing (like the housing outside the
           Fort) until there's no unemployment, then you can start building new
           housing to attract workers to the areas you want to develop.
           Requests aren't made often, but when they are, look out.  You may have
           to come up with a heap of pottery - or worse - dispatch troops during
           a mission where every soldier counts.
           If you can make it through the first 15 years or so, the invasions
           should taper off, and you can concentrate on meeting the winning
           requirements.  The most difficult of these will be your Kingdom
           Rating, which will most likely be at rock bottom.  Don't forget to
           dispatch a gift or two (at most) every year to Pharaoh and hold lots
           of festivals to Ra."
           - parts are taken from Impressions
           Goals:   Population of 6000
                    Kingdom: 70
                    Prosperity: 45
                    Culture: 55
                    Sun Temple
                    Small Pyramid
           You've got one heck of a challenge here.  Not only do you have to make
           your own city a great placem but you must worry about other cities, and
           you'll be asked for plenty of supplies.
           You will need to build both an Army and Navy, and make them formidable!
           "Your initial settlement should be three-pronged.  Build a gold mining
           camp and a City Palace near the gold resources at the northern end of
           the river.  When funds are suitable, build a farming community directly
           across the river from there, employing both floodplain and meadow
           farming tactics.  Then, build a fishing community on the island at the
           south end of the river.  Make sure that you are providing your mining
           community with food so that they do not develop disease.  Finally, to
           prepare yourself to fill requests, stockpile half a Storage Yard of
           each of the food types.
           As long as your city is well established and your military is prepared
           by the time Henen-nesw begins trying to extort money from you,
           completing the Waset scenario should be no problem."
           - Thanks to Impressions
           Goals:   Population of 7000
                    Kingdom: 85
                    Prosperity: 45
                    Culture: 40
                    1 Large Obelisk
                    2 Small Obelisks
           "Begin your struggle to reunite Egypt by cleaning up your recently
           ransacked city.  Clear away rubble and area desirability will improve.
           If you are wondering what buildings used to be there, right-click on
           the rubble before deleting it.  There are valuable resources here
           that you cannot do without; therefore, do no destroy everything,
           or you will definitely lose.  Most importantly, make sure that you
           have a Granary and a Storage Yard.
           Be aware of three things at first: there are allocation priorities
           pre-set by the Overseer of Workers, the gods are displeased, and
           you do not need to import clay because your city can produce its own.
           Your most profitable export is copper, so start mining!  Buhen buys
           copper.  If you decide to build Gold Mines, make sure that the City
           Palace is near them.  As soon as your copper exporting becomes stable,
           begin making weapons.  You will need a lot of them to replenish your
           army and to send to other cities per their requests.
           Expect an early invasion.  Assuming you continue to support your
           military labor pool, you should have two complete companies of
           archers (from the pre-placed Forts) by the time the invasion comes.
           If you have the money, add a few Towers to the existing Walls. The
           first invasion comes from the north, on the west bank.
           The invasions continue, giving your army only a little time to
           recover between attacks.  There is also a water invasion, so make
           certain to have some warships.  Be aware of land invasions from the
           east bank, too!  Either provide transport ships for moving troops
           across the river, or build Forts on the east bank.  It's probably a
           good idea to do both.  You can use the transport ships later for
           dispatching troops to distant battles, so they are useful to have
           When things settle down a little, consider beginning work on the
           monuments.  You have to build two small Obelisks and one large one
           in Kebet.  That's a lot of granite!  If you need extra income, you
           can sell granite to Buhen.
           As long as you do everything possible to support your military, your
           growing city at Kebet should be able to effectively repel all
           invasions.  Balancing the need for military resources without going
           into too much debt is the biggest challenge here, but it is
           definitely surmountable."
           - Thanks to Impressions
           Goals:   Population of 7000
                    Kingdom: 75
                    Prosperity: 50
                    Culture: 60
                    2 Small Obelisks
           "Your initial task at Menat Khufu should be to expand the scope of the
           farming and prepare to fill famine requests for food.  Assuming this
           is done quickly enough, and a few Storage Yards are set up to receive
           the food, you should be able to meet all of the requests in a timely
           fashion.  You may have to sacrifice giving your own city food during
           the first year to fulfill the needs of other Egyptian cities suffering
           famine.  Do not hesitate to do so.
           Once food production is adequate, begin establishing beer and linen
           industries.  Beer and linen are needed by your people, are valuable
           exports and are needed to replenish the burial provisions stolen from
           the Pyramid in your city.  Income received from exports should be used
           to purchase the granite and wood needed to construct two small Obelisks
           in your city.
           Efficient city layout and centralized exporting will help you overcome
           some of the geographical limitations of the Menat Khufu region.  If
           you ensure high-quality floods by appeasing Osiris (a Temple Complex
           dedicated to him is invaluable!), filling famine requests will be
           significantly easier."
           - Thanks to Impressions
           Goals:   Population of 7500
                    Kingdom: 85
                    Prosperity: 60
                    Culture: 60
                    1 Sphinx
                    1 Small Brick-core Pyramid
                    1 Medium Brick-core Pyramid
                    6 Stately Manors
           "This mission will require you to concentrate on economics and large
           city management.  Start exporting linen to create income.  You can
           also expand your city across the river to take advantage of the reed
           fields.  These reeds can be turned into lucrative papyrus exports.
           You'll receive plenty of requests for goods, starting relatively
           early in the mission.  Have grain, pottery, bricks, limestone,
           and meat on hand.
           Itjtawy has problems with water contamination, so make sure you
           have plenty of physicians and apothecaries to keep your population
           As long as you keep meeting requests and keep making a profit from
           exports, you will be able to expand your city steadily.  There's a
           lot of space in the play area, and you'll need it to get your city's
           population to 7,500 people.  Think about prefabricated city blocks.
           That is, design a city block that is more or less self-sufficient
           (water, food, religion, health, infrastructure, etc.). Make sure to
           leave some empty space in the design for structures you might not
           need right away (Courthouses, Libraries, Mortuaries, etc.), but
           will want to add later.  As your city grows, add an identical block
           next to it.  When the second block is running smoothly, add a third,
           and so on.  It's a great way to keep your city organized and manageable.
           Then you'll be in a position to start closing in on your city's other
           goals like prosperity, culture, and the three monuments you need to
           build.  Don't forget the housing requirement!"
           - Thanks to Impressions
           Goals:   Population of 8000
                    Kingdom: 80
                    Prosperity: 45
                    Culture: 45
                    1 Large Obelisk
           "This large area sees frequent military activity.  The problem here is
           that there are several places where the potential invaders might
           attack.  Depending on where you decide to build, some of the
           waterborne invasion forces might land on an unoccupied island.  If
           they do, you are in luck: they will eventually get bored and go away.
           Don't count on enemy soldiers meekly going away too often, though.
           Eventually, you'll  probably expand your city onto some of the
           islands.  You can place Forts on island settlements to guard them,
           or build Transport Wharves to shuttle troops around.  The latter can
           take a lot of time, so you'll have to figure out a layout that will
           allow you to respond to threats in a timely manner.
           Invasions begin within the first few years of the mission.  You
           should try to bring your military to maximum strength as soon as
           possible, because the Kushites will attack in large numbers.
           A strong naval presence will be necessary.  Always remember to
           target enemy transport ships first.  Remember that when it comes
           to conducting warfare, a little help from Seth never hurts!
           Requests for goods such as game meat, debens, linen, and barley will
           demand your attention.  Fulfilling these requests will improve your
           Kingdom Rating, create new trade routes, and sometimes earn you
           gifts of valuable copper. Be sure to help out the new city of Sawu
           whenever possible.
           Fortunately, there are rich deposits of gold in the area, and
           harnessing these deposits should be done as early as possible.
           Natural resources are spread throughout the region, so you may have
           to build separate communities simultaneously to take advantage of the
           land's resources.
           Once you've got your economy and military running smoothly, the only
           other major task will be meeting the population requirement.  Eight
           thousand is a lot of people, so manage your space carefully!"
           - Thanks to Impressions
           Goals:   Population of 8000
                    Kingdom: 75
                    Prosperity: 65
                    Culture: 65
                    1 Mausoleum
                    1 Small Brick-core Pyramid
           "There are several ways to begin establishing a city in Sawu, so keep a
           few things in mind:
           - The location of your initial settlement is important.  Choose a site
             that maximizes resource availability.
           - In Sawu you will be in the business of importing raw materials and
             exporting finished goods.  Other Egyptian cities will expect certain
             services from you; after all, you are Pharaoh.  Be prepared to fill
             some early and large requests for manufactured goods.
           - Mine some copper and make some weapons as soon as you can.  Not only
             will you need to dispatch weapons to other cities and send off troops
             to distant battles, but you will also need to defend the city from
             invasions.  Make sure that you have some transport ships and warships
             for dispatching troops via ship and defending against sea-borne
             attacks.  Invasions could come from any direction.  Troops are also
             handy for ridding the area of hyenas.
           - Keep in mind that you will need to import sandstone for Mausoleum
             construction, and provide bricks and limestone for the Brick-core
           Prove to your people that you are worthy of the title Pharaoh."
           - Thanks to Impressions
           Goals:   Population of 6000
                    Kingdom: 60
                    Prosperity: 45
                    Culture: 50
           "Heh will pull your resources in many directions at once.  In the
           beginning, you will need to balance mining gold with food production
           and military requests.
           Defending distant cities is essential and, provided your troops are
           victorious,  will always result in benefits. Remember, you can
           dispatch a combination of both warships and transport ships carrying
           soldiers.  Requests for military support come frequently, sometimes
           while you still have troops abroad.  It's a good idea to continue to
           build ships and Forts while your forces are away.
           If you can spare them, keep some troops at home in case the Nubians
           try to conquer your city.  Watch out for invasions that come from
           both land and water.
           Usable land is scarce, so plan carefully and consider expanding to
           the opposite bank of the Nile.  Use archers to sterilize hyena
           spawning grounds; otherwise, they will continue to kill your city
           walkers and interrupt the flow of goods and services."
           - Thanks to Impressions
           Goals:   Kingdom: 65
                    Prosperity: 85
                    Culture: 85
                    2 Large Obelisks
                    4 Palatial Estates
           "Immigrants will enter the city on the road shown when the scenario
           is first started, at the southern edge of the play area.  The first
           few years here will be quiet, so use them to fill up your treasury
           through wood exports.
           To provide all of the services needed to develop four Palatial Estates
           you will need a medium-sized city.  Most likely, this will require you
           to expand your city across the river.  Useful coastline is not abundant
           and should be used in the most efficient manner possible.  Do not forget
           to build a transport ship or two for dispatching troops to distant
           Palatial Estates are difficult to develop, but definitely not
           impossible.  The good news is that building four of them is almost
           as easy as building one of them.  It's the first one that's the
           hardest, though.  Remember one very important key to developing
           prosperous neighborhoods: nice housing takes up more space than lesser
           housing.  Surround housing that you are pampering with Gardens, which
           raise the desirability of the area.  Houses will expand onto Gardens,
           but they cannot expand over Statues.  If a house is trying to evolve
           and claims to not have enough room, try deleting the houses, roads,
           and/or other buildings that are cramping it.  You really have to cater
           to nice housing.  If you ignore it for more than a few minutes, it will
           likely devolve.  Use the overlays to make sure that all necessary
           services are being provided.
           The other challenge in Bubastis is to provide enough services to your
           citizens to achieve a Prosperity Rating of 85.  Check the Overseer of
           Ratings frequently to find out what is needed to further raise your
           city's ratings, and then use the overlays to discover which parts of
           your city may be missing vital services.
           Remember, you have to build 2 large Obelisks, too."
           - Thanks to Impressions
           Goals:   Population of 6000
                    Kingdom: 75
                    Prosperity: 50
                    Culture: 55
                    Supply Small Brick-core Pyramid with burial provisions
           "This region has a previously built small Brick-core Pyramid that has
           been robbed by Hyksos invaders.  It is your job to reclaim the area
           and restock the Pyramid with burial provisions, all the while keeping
           an eye out for more Hyksos invasions.
           Resist the temptation to build your city around the Pyramid, which
           lies to the south.  Instead, concentrate on the northeastern portion
           of the mainland that contains farmland.  Start your city along that
           strip of fertile land, making sure not to build too close to the
           northern edge where an invading army might suddenly appear.
           Eventually, you will want to build Docks for trade and Wharves for
           combat ships; available coastlines are just below the eastern strip
           of floodplain, so it is best to start there and spread your city
           north and south from that point.
           After you provide for your citizens' basic needs you will want to
           establish trade routes to start making money - the sooner the better.
           You can produce beer right away, and a couple of cities are willing
           to buy it.  Use any spare arable land to grow barley and build
           breweries to begin brewing beer.  Both Itjtawy and Men-nefer will
           buy beer from you.  Open the trade route to Men-nefer first; the
           route is less expensive to open than the route to Itjtawy, and it's
           a land trade route, so you won't need a Dock yet.
           Don't wait until you hear about a possible invasion to start building
           an army.  This is hostile territory and you can expect many invasions
           as well as requests for troops to be sent to other cities.  Don't
           forget to build transport ships.
           You have the rare luxury of having the monument already built for you,
           so your main task is to build a strong, prosperous city and restock
           the Pyramid.  You will have to import almost all of the raw materials
           for the items that you require.  Resupplying the Pyramid should not
           prove to be difficult.
           You also don't really need to cross the river to the east.  You don't
           need to mine plain stone, and there is plenty of farmland on the
           As long as you maintain an adequate army and continue to make enough
           money to import resources, you should be able to complete this
           scenario successfully."
           - Thanks to Impressions
           Goals:   Population of 6500
                    Kingdom: 60
                    Prosperity: 75
                    Culture: 70
                    3 Medium Brick-core Pyramids
           "There are two things to be aware of in this mission.  The first is
           that there is no rescue gift if you run out of cash.  Set up exports
           immediately and then tend to other matters.  It is absolutely crucial
           that you establish a source of sustainable income before you begin to
           Secondly, the three Pyramids take up a lot of room.  Planning for
           their placement from the beginning is important, or you may discover
           that you have not left enough room for them.  It looks nice if one is
           on the landmass that becomes an island during the flood.  If you choose
           to place one here, access the island by ferry from the northern bank
           of the river to avoid isolating part of your city during flood months.
           Be prepared for some requests for food.  The abundance of flood
           plain in Sauty makes meeting these requests simple, if you are
           adequately prepared.
           Like many of the scenarios with monuments, plan on shifting the
           focus of your economy after the Pyramids are constructed.
           Achieving high levels of prosperity and culture is much less of a
           burden when monument-related industry is eliminated.
           Don't forget to watch out for the crocodiles!"
           - Thanks to Impressions
           Goals:   Population of 6000
                    Kingdom: 75
                    Prosperity: 40
                    Culture: 60
                    1 Large Obelisk
                    2 Small Obelisks
           "Don't let the large amount of starting debens lull you into a false
           sense of security.  Defending Byblos properly is expensive, and your
           trade opportunities are initially quite limited.  Spend wisely!
           Begin by building up in the southwestern corner within the walled-in
           area to take advantage of the grassy area (for water access).  Also,
           build up around the already developed area just south of the walled
           area along the coast.
           Concentrate on the necessities first: food, income, and defenses:
           - Food.  Fishing wharves will be the only source of food you will
             need in Byblos.  Place enough to supply a small city, but be sure
             to leave enough room for Warship Wharves for later on.
           - Income.  Your best and easiest source of income will be gold
             mining.  Place a healthy number of Gold Mines on the western side
             of the ore-bearing rocks.  Leave some room for Copper Mines (two or
             three should suffice) for weapons for infantry (you'll need them).
           - Defenses.  Place Towers at the northernmost corner of the Walls
             and, eventually, near the mines and trees. You will be attacked at
             these two locations first.  Also, prepare to have at least three
             warships to ward off enemy transport ships.  Tip:  NEVER allow
             transport ships to unload.  Take them out first and fast!  Start
             first with an Archer Fort. Because they do not require any supplies
             (e.g., weapons or chariots), you can quickly field a full company
             for initial defense. Build either a Chariot or Infantry Fort to
             support the archers' efforts.  Be sure to build the industries and
             procure the raw materials you need to equip charioteers and
             infantrymen. You might also want to place your initial Forts just
             to the north of the northern Walls.
           You have three Obelisks to erect, so open up the trade route to Abu
           and begin importing granite as soon as you can.  Building three
           Obelisks can be time consuming, so the sooner you start the better
           off you'll be.
           As the game progresses you should find that the southern Walls do not
           really provide any sort of defensive function, so feel free to tear
           them down to make room for expanding your city (start with southwestern
           You will only need a couple of Forts at the beginning of the mission
           for city defense, but it won't be long before you start receiving
           requests for military aid from neighboring cities. Keep in mind that
           all six Forts will most likely become a necessity to cover both
           domestic and distant battles.  Build two of each type of Fort.
           When you find your space is becoming limited within the Walls of
           your city and just south of them, you might want to consider
           expanding in a northwest direction towards the river.  This is a
           relatively safe area to expand into.  The six forts, along with the
           city's Towers, should provide the city with all the protection it
           needs.   Consider tearing down any unneeded Walls to encourage city
           growth and development.
           Requests to be ready for: wood, fish, chariots and troops.
           Rewards for fulfilling requests:
           - Trade route to Rowarty opens (Sells: pomegranates, pottery, flax,
             bricks, beer, papyrus.  Buys:  gems, sandstone, copper).  You will
             now be able to sell copper to supplement your income rather nicely.
             In fact, copper exports can be so lucrative that you might want to
             replace some of your Gold Mines.
           - Trade route to Heh opens  (Sells: chickpeas, luxury goods, gems.
             Buys:  weapons, beer, wood, copper, pottery, linen, papyrus).
           You should now import flax from Rowarty so you can produce linen to
           sell to Heh, along with surplus weapons and copper.
           With the ability to trade with both Rowarty and Heh, your financial
           problems should quickly fade away which, in turn, should expedite
           closing in on your kingdom, prosperity, culture, and population goals."
           - Thanks to Impressions
           Goals:   Population of 10000
                    Kingdom: 85
                    Prosperity: 70
                    Culture: 70
                    1 Mausoleum
                    1 Medium Brick-core Pyramid
                    1 Small Brick-core Pyramid
           "To found your city at Baki, look for an area where you will have
           early access to gold, copper, gemstones, and game meat.  There are
           several such locations within the play area; some are more
           appropriate than others because of their proximity to the river.
           Begin stockpiling goods for both economic and military request
           fulfillment as soon as possible.
           Then, as with any city, isolate the industries that will provide
           your city with income.  This is less of an issue here because of
           the amount of gold available, but, nevertheless, is wise.  Establish
           a large center of food production when the opportunity arises - you
           will have to feed 10,000 people.  You will also need to develop an
           efficient method of moving different types of food to all corners of
           the play area.  This is necessary for ensuring a prosperous environment.
           Straw and limestone will have to be imported to produce the materials
           needed for the Brick-core Pyramids.  Sandstone for the Mausoleum is
           available for quarrying.  Be careful that a bottleneck is not formed
           near the Dock areas.  Isolating self-sufficient city sectors from each
           other can be a useful way of handling trade problems, but can also
           deprive certain sectors of goods they require to prosper.
           Baki provides a large canvas for the construction of an economic
           powerhouse.  Successfully completing this scenario requires taking
           advantage of all of the resources available, supporting a strong army
           for dispatch, and meeting the needs of all requesting Egyptian cities.
           Baki is the penultimate scenario, yet is merely a warm-up for the
           final mission.  By this point in the game, you should have a firm
           grasp on efficient housing and production schemes.  Concentrate on
           perfecting your city design skills.  You're going to need them…"
           - Thanks to Impressions
           Goals:   Population of 7000
                    Kingdom: 80
                    Prosperity: 50
                    Culture: 65
                    1 Mausoleum 
                    1 Medium Brick-core Pyramid
                    1 Small Brick-core Pyramid
           "There is no shortage of invasions in this scenario.  The fierce Sea
           People dominate the waters with their powerful ships.  Expect them to
           start paying you visits within the first few years.  You'll have to
           build the maximum number of warships you're allowed.  And even then,
           you'll often be outnumbered.
           Try using one of your ships to lure the enemy warships away from
           their transport ships, then have the rest of your ships move in for
           the kill. If you can't sink their transport ships, make sure you have
           plenty of troops to greet them when they land.
           You'll have to expand your city on more than one body of land in
           the play area.  If the Sea People land on an island while your
           troops are on another, you're in trouble.  By the time you transport
           your troops to stop them, it might too late.  You might not even be
           able to move troops at all if enemy ships have sunk your transport
           ships!  So, it's a good idea to place Forts on each island you're
           Elsewhere in the kingdom battles are raging, and you'll need to
           dispatch troops often.  If your armies are victorious, they will
           help make new trade routes available.  These routes are crucial for
           goods such as copper and a second type of luxury good (required to
           support the Stately Manors you need to win).  You'll have to send
           troops on several occasions to keep these routes open.
           Aside from shipbuilding, there's not much call for wood, so you can
           clear most of the forests to make room for your city.  Papyrus, beer
           and linen will be your main sources of income.  Multiple Docks will
           keep the flow of trade ships smooth.
           Land management is a key issue in this mission.  The islands don't
           offer a lot of room.  Keep most structures inland, as the waterfront
           property should be reserved for the Wharves, Docks, and ferries
           crucial to this scenario.  On top of that, you have to set aside
           room for your monuments.
           The large central body of land offers the best place to build the
           majority of your city.  You can expand to the land to the West if
           necessary.  Even though the terrain is irregular and broken up,
           prefabricated city blocks can still be used effectively.  Try to
           avoid building near the hippos.  They are prone to rampages that
           kill your city walkers, disrupting city services."
           - Thanks to Impressions
           Goals:   Population of 12000
                    Kingdom: 75
                    Prosperity: 80
                    Culture: 80
                    1 Mausoleum
                    1 Large Brick-core Pyramid Complex
                    1 Large Brick-core Pyramid
           "Only two cities are willing to trade with you when you found
           Hetepsensusret: Dakhla Oasis and Baki.  You must rely upon what they
           are willing to buy in order to survive, as funding here is limited.
           To be straightforward, start making a lot of papyrus. It will be your
           lifeline throughout this scenario.  Due to the limited initial funding,
           your city must export from the very beginning if it is to survive and
           grow. And grow it must, and soon…
           Satisfying the needs of your fellow Egyptian cities will entice them
           to trade with you.  Beware, though. If you fail to meet their
           requirements in a timely fashion, it may be a long time before they
           give you another chance to prove your worth.  Requests will be for
           everything you possess and can manufacture, including all types of
           food.  By serving Egypt you will serve yourself.
           Choosing a proper place to begin your city is crucial.  Find a
           location where you have access to as many resources as possible,
           namely, game meat, wood, reeds, fish, clay, and grain.
           Before you build too much, make sure you take the time to scout out
           a location for the large Brick-core Pyramid Complex.  It requires a
           lot of space and has a causeway.  Building it as close to the point
           (and the water) on the main landmass is probably the best option.
           However, before you delve into monument construction, know one thing:
           it will take an enormous amount of resources and a very long time to
           build the Pyramid Complex, so consider carefully which monument you
           wish you build first.  Begin manufacturing bricks as soon as you can.
           Finally, as the years pass and your city grows, one thing will become
           clear - the amount of money in your coffers makes absolutely no
           difference if your city is not well designed.  To achieve Prosperity
           and Culture Ratings of 80 with a population of 12,000 requires very
           careful building placement.  Consult your Ratings Overseer to
           determine what is lacking and your overlays to find city sectors in
           need of attention."
           - Thanks to Impressions
                         Cleopatra Expansion Pack Walkthroughs
                           The First Tomb (Dier el Medina 1)
           Goals:   Culture: 35
                    Prosperity: 40
                    Kingdom: 65
                    Small Royal Burial Tomb
           "This is the first mission in Cleopatra, and it is also your first
           opportunity to use the new tomb industries to construct a Royal Burial
           Tomb in the Valley of the Kings.  Begin by populating both sides of the
           river.  Since most of the trade routes are by water, you will need to
           construct several docks on the right side.  A ferry crossing will of
           course be necessary to link the settlements.  The left (west) side
           will be needed for fields of chickpeas, flax and henna.
           Establish clay pits and flax fields so that you can produce plenty of
           pottery and linen for export.  Pottery is also be needed by the lamp
           makers and clay by the artisans so don't skimp on clay production.
           It's a good idea to open a trade route with Pwenet early.  Being a
           land trade route, it also will not tie up your longshoremen.  You
           will find that linen and paint are also lucrative exports.  Sawu
           will become available to trade with (it will buy excess henna you
           have and also sells oil) if you send the linen it needs.
           To get the tomb industries underway, plant a few fields of henna.
           Once harvested, henna will be used by paint makers to produce paint.
           You will need to build lamp makers to produce the all-important
           lamps.  Lamp makers need a supply of oil, which can only be imported
           from a trade partner.  Once you have paint and lamp industries up
           and running you will be ready to begin excavating the required tomb
           To begin the tomb monument, select it from Religious Structures:
           Monuments menu and move its green "footprint" over the cliffs to
           find a suitable place.  There are two possible locations for this
           mission's tomb - both in the southwest portion of the map.  If you
           are playing this in the campaign, this mission's completed monument
           will be carried over to the next mission.  Keeping that in mind, it
           might be best to consider building Thutmose's tomb in the southernmost
           location, so that the location closer to the valley's entrance is
           reserved for Tutankhamun's tomb in the following mission where time
           is of the essence.  Placing the tombs this way will probably save your
           tomb workers some time when excavating Tut's Tomb.
           Once the tomb's site is selected its construction can begin.  Tombs
           require the services of stonemasons and artisans.  Artisans' Guilds
           need a supply of paint and clay to function.  Ensure that Work Camps
           are also located nearby so that labor is available to deliver lamps
           to the tomb.  Once there are enough lamps to provide light for the
           tomb workers, the stonemasons and artisans will begin their work.
           Always make sure the workers have enough lamps to continue
           You will only have to meet Culture, Prosperity, and Kingdom ratings
           in addition to completing a Small Tomb.  Culture is 35 and Prosperity
           is 40 so these will be relatively easy to attain.  You will have to be
           sure to meet requests and stay out of debt if you are to attain your
           Kingdom rating requirement of 65.  Pace yourself, as there are plenty
           of flood plains to farm on, no time limit, and no military activity.
           There are 4 sizes of Royal Tombs in Cleopatra - Small, Medium, Large,
           and Grand.  All 4 types of tombs use the same principal for placement
           indicative of the color of the footprint (as with all other
           buildings) - green versus red.  In order to properly place a tomb, the
           entire footprint must be green.  For the most part, you will want to
           align the front of the Tomb (side with one tile that protrudes from
           the otherwise rectangular footprint) with the straightest part of the
           cliff you can.  The rest of the footprint should be in the cliff.  You
           may find the Hide Cliffs overlay to be an invaluable tool in the
           placement of Tombs.
           Also, know that Artisans, Stonemasons, and Lamp Sled Pullers will all
           find their way to the Tombs regardless of whether their respective
           buildings are connected to the tombs by road.  They are point-to-point
           walkers, and thereby do not depend on roads to get to where they are
           going.  You may wish to place any of their respective buildings closer
           to the tombs that they are working on to shorten the time it takes for
           them to reach their destination, but otherwise proximity and
           connectivity is not necessary."
           - Thanks to Impressions
                        Death of Tutankhamun (Dier el Medina 2)
           Goals:   Population of 1500
                    Kingdom: 45
                    Medium Royal Burial Tomb
                    8 Years Maximum Time Limit
           "If you play the mission in a campaign, this is the first of
           several "timed" missions that you will encounter.  In order to win
           the mission, you must complete all victory conditions within the
           given time - in this case eight years (96 months) - including
           dispatching the burial provisions.  The mission ends as soon as all
           victory requirements have been fulfilled (though you will be given
           a choice to continue governing).
           Build several docks on the right (east) side of the river, as most
           of the trade routes are by water.  Produce plenty of pottery for
           export.  It's also a good idea to import barley and sell beer.  You
           can also make money exporting excess henna, paint and lamps.  It's
           important to export as much as possible, as it quickly gets expensive
           importing oil for lamps and the required burial provisions.  Start
           the construction of the tomb as early as possible.  Remember, you are
           limited to eight game years.
           Keep your Kingdom Rating high by sending gifts to Pharaoh and keeping
           Ra happy.  You'll also receive a Kingdom Rating increase each time
           you comply (even if late) with a request by Itjtawy for food - so
           cultivating an abundance of chickpeas and lettuce is advisable.
           In this mission it's best to dispatch burial provisions as late as
           possible (once all other victory requirements have been fulfilled)
           to avoid having the tomb plundered by tomb robbers.  Every tomb
           robbery significantly decreases your Kingdom Rating, and forces you
           to repurchase the expensive burial provisions!
           Population, Kingdom Rating, and Monument Rating are the only ratings
           that matter here.  So disregard Prosperity and Culture.  Population
           is the least important until the end, so concentrate on meeting all
           requests and getting the tomb built.  The time limit for completing
           this mission is tighter than you might think, so don't waste any time
           or resources."
           - Thanks to Impressions
                         Tomb for a Pharaoh (Dier el Medina 3)
           Goals:   Population of 3000
                    Kingdom: 80
                    Prosperity: 70
                    Culture: 40
                    12 Spacious Manors
                    Large Royal Burial Tomb
           "Start off by producing plenty of linen and beer for export.  These
           are very lucrative export products as there are several buyers for
           each product; plus you don't need to import either raw material.
           Even though you would have to import clay and straw, you should also
           seriously consider establishing a brick making industry, as there
           are several buyers for bricks.  So there is lots of money to be made.
           But it's not all that simple!  Once you decide to begin digging out
           Pharaoh Seti's tomb you'll discover that you'll have to import most
           of the tomb-building essentials.  Not surprisingly you'll find many
           trading partners willing to sell henna, oil, clay, pottery and even
           Even though there is no military activity in this mission you will
           need to watch out for tomb robbers.  They will appear due to several
           Crime Wave events, so be prepared!  An Archer Fort near the valley's
           entrance goes a long way to guard against wily bands of tomb robbers.
           Try to keep food and raw materials stockpiled, as hordes of hungry
           locusts will occasionally buzz in every few years and devastate
           your crops.
           The Large Royal Burial Tomb is going to take some time, so begin
           preparing for an abundant production of lamps and paint early.
           This mission is relatively difficult, as you will face several
           hurdles: 1) you will have to depend on trade for all your raw
           goods, 2) 12 Spacious Manors is a completion requirement, and
           3) high Prosperity and Kingdom ratings will be a challenge.  The
           easiest requirements to complete this mission are the 3000
           Population and the Culture rating of 40.  You'll have plenty of
           flood plain to farm upon and the climate is arid.  Move at a
           comfortable pace and be frugal with your spending."
           - Thanks to Impressions
                                     Sumur (Sumur)
           Goals:   Population of 3000
                    Kingdom: 90
                    Prosperity: 40
                    Culture: 35
                    Small Obelisk
           "In this mission you've been detailed by Pharaoh Ramses II to
           establish Sumur as a bustling trading outpost from which you
           should export goods (especially wood and copper) back to Egypt.
           The best area to build your city is the area across (north of)
           the stream - between the wooded coastline and the rocky area with
           ore bearing rocks.  Build a small bridge to allow immigrants to
           cross the stream and begin populating the land.  You'll find that
           some judicious pruning of the local flora will allow more coastal
           structures - but don't clear too much land or the all-important
           lumber industry will suffer.
           Wood, copper and weapons are the most lucrative exportable items
           in this mission.  Set up your copper mines early and start
           making weapons.  Also, start cutting wood for export and building
           chariots.  Importing flax and exporting linen can also generate
           income.  Making money should not be a problem in this mission.
           Procuring enough food to keep your citizens' bellies full becomes
           a key issue early on, however - and remains one throughout.  The
           only local food source is fish; unfortunately, suitable coastline
           and fishing spots are limited.  This means that you'll have to
           begin importing food to keep your growing population fed.  Keep
           your citizens concentrated to ease food distribution problems.
           Conveniently, fulfilling some requests will result in edible
           gifts.  Accepting some gifts of food, though, results in requests
           for copper.  Also, don't be surprised when you get a request or
           two that may require you to import the commodity to fulfill the
           request.  It's not always easy being the "middle man" at a trading
           You'll eventually need to accrue 100 units of granite to erect the
           obelisk, so start importing small amounts of the rock as soon as
           you can afford to.  All the while keep in mind that you are in a
           foreign land.  It seems that the neighboring Hittites don't look
           too kindly upon Egyptians denuding the local forests and shipping
           off precious ingots of copper.  A strong defense should have no
           trouble keeping these unruly neighbors at bay.  Furthermore, if you
           are playing this mission in the campaign, your best infantry and
           charioteer companies will be carried over into the next mission of
           the campaign - where their experience in dealing with the brash
           Hittites will definitely come in handy!"
           - Thanks to Impressions
                             The Battle of Qadesh (Qadesh)
           Goals:   Population of 1800
                    Kingdom: 50
                    Prosperity: 20
                    7 Years Maximum Time Limit
           "Your immediate concern in this scenario will be to smash the very
           strong Hittite invasion that occurs soon after the mission begins.
           Historically, a young Ramses II almost died during this battle, but
           his personal valor and daring (and some late-arriving reinforcements)
           helped turn the tide.  A generous helping of these items may be
           necessary once again for an Egyptian victory at Qadesh.
           The outlook is not all that bleak however, as you start with two
           pre-built chariot forts and a nicely fortified city.  If you are
           playing this in the campaign, this is the first mission where the
           new feature of carrying over military troops to the next scenario
           is used.  Your best company of each type from the previous mission
           (in this case Sumur) can be brought into play at any time - and
           you'll find that they definitely come in handy!  All you have to
           do is build a fort for them and your veterans will promptly march
           in.  One convenient way to use this feature is to bring these "carry
           over" troops in as reinforcements to supplement the pre-built
           companies.  Waiting to place their forts until the battle is under
           way allows you to see where they will be most needed - just hope
           that they arrive in time!  If playing this scenario outside of the
           campaign, however, you will not receive any "carry over" troops,
           which will make victory in this scenario a bit more of a challenge.
           It's all downhill once the Hittites have been vanquished.  Don't
           become too complacent, however, as you have only a few years to
           get your city's economy back on its feet, since this is a "timed"
           mission and two (of seven) years of time have already expired to
           pre-build the city and its forts.  Unfortunately, Qadesh is
           relatively product-poor; it seems that only pomegranates will
           grow here.  Luckily there are loads of gems in the rocks (pun
           intended).  Mining these stones and exporting chests of expensive
           jewelry should be an early top priority.  You'll also find that
           there are several buyers for weapons, so keeping your weaponsmiths
           occupied can also reap financial rewards."
           - Thanks to Impressions
                           Colossi of Abu Simbel (Abu Simbel)
           Goals:   Population of 2200
                    Kingdom: 80
                    Prosperity: 35
                    Culture: 35
                    Abu Simbel
           "The first decision in Abu Simbel is where to establish your city.
           Although cramped, you can build everything you need to complete the
           mission on the west side of the Nile.  However, that is also the
           side inhabited by scorpions and targeted by Nubian invaders, so
           splitting your city across the river has some benefits.
           Regardless of the site, you'll want to get exports going quickly.
           Pottery, beer, and sandstone are all profitable goods that your
           city can manufacture.  Pharaoh will want sandstone for some of his
           building projects, so producing that is a must.  With such a high
           kingdom rating requirement, you'll want to satisfy as many requests
           as possible and worship Ra devoutly.
           After his victory at Qadesh, Ramses started a series of building
           projects all over Egypt to proclaim his glory, but it was at Abu
           Simbel that his largest and most famous monument was built.  Since
           the monument is carved out of the sandstone cliffs, it only requires
           wood as a raw material (for the scaffolding).  Once you can maintain
           a steady supply of wood, the monument should build itself.  Take a
           peek from time to time though, it's fun to watch!
           Finally, be careful! Ramses' reputation for fending off strange
           phenomenon catches up to him in this one.  In addition, the Nubian
           attacks can not be underestimated.  Unless you are playing the
           campaign and have some stout veterans at hand from Qadesh, you
           will need to recruit both infantry and archers to fend off the
           Nubian attacks."
           - Thanks to Impressions
                                  Ramses in the Valley
           Goals:   Population of 3000
                    Kingdom: 100
                    Prosperity: 55
                    Culture: 50
                    6 Stately Manors
                    Grand Royal Burial Tomb
           "Tie on your royal governor's cape tightly - this mission is going
           to take you for a ride!  There are waves of special events to wade
           through which will serve to keep you on your toes as you struggle
           to build the largest tomb in the game.  You'll even need troops to
           send to fight Ramses' battles in foreign lands.
           This mission can be broken down into four phases.  First you need
           to develop a city of a few thousand people and get your exports
           in place.  Pottery, beer, and bricks are the three commodities you
           are best set up to export.  You may want to set bazaars to not buy
           pottery and beer for a while to maximize your exports.  Once your
           city's economy is in the black, you can build the tomb industries
           (paint, lamps, artisans, and masons).  You'll need to import both
           oil and henna.  Make sure you build plenty of docks to keep the
           trade flowing freely.  Keep yourself out of debt and make sure the
           tomb progresses smoothly.
           Once the tomb is complete, it's time to import the burial
           provisions.  Once those are in place, you can go for the fourth
           and final objective: six stately manors.  It's probably easiest to
           achieve this goal if you have set aside a portion of your city to
           house your wealthy citizens.  If you have done this ahead of time
           you will only need to provide the full range of services to a
           single block of houses."
           - Thanks to Impressions
                              The Sea People Land (Pi-Yer)
           Goals:   Population of 2500
                    Kingdom: 45
                    Prosperity: 30
                    Culture: 25
                    5 Modest Apartments
           "One's first impression of Pi-Yer might be that there isn't
           enough room to build a large and prosperous city.  The coastline
           along which you can build docks, wharves, and ferry landings is
           limited.  You will need to build enough warships to fend off the
           invasion by sea, but still leave enough room for docks so your
           city can keep up a profitable trade in pottery, papyrus, and
           bricks.  To produce papyrus you must cross the river over to the
           reed fields.  The available land is not suited for large,
           well-planned city blocks, so you have to be a bit more creative
           when laying out your residential and commercial areas.
           Before too long the Sea People, through their Libyan allies in
           Kyrene, will issue a series of threats, demanding expensive
           goods.  Fulfilling these extortion demands only serves to delay
           the inevitable invasion.  Regardless of how many demands you meet
           or refuse, the trade route to Kyrene will eventually shut down
           and some unwelcome guests will come knocking.  If this isn't bad
           enough, there is also trouble at some of the outlying oases,
           and the penalties for not helping your fellow cities can be
           harsh.  Fulfilling requests for food and goods can bring you
           worthy gifts and increase your standing with the Pharaoh if you
           have fallen into disfavor due to debt.  You will want to export
           beer and papyrus, which will in part pay for your barley, wood
           and copper imports (when needed).  Pick your trading partners
           based on need.  And lastly, do not wait until the last minute
           to build transports to get your troops to the fight.
           Make sure to keep Seth happy; losing any warships or soldiers
           due to insufficient homage is the last thing you want.  Also it
           is best to have some forts on each landmass you build on since
           you may not have time to send over reinforcements before the
           invaders wreck your town.  The Sea Peoples' ships are tough;
           strategically placed archers along the shoreline can lend
           support to meleeing warships.  After the Sea People have been
           repelled you'll have time to rebuild and improve your city in
           order to meet the required ratings."
           - Thanks to Impressions
                          Defense of Migdol (Migdol/Pelusium)
           Goals:   Population of 1000
                    Prosperity: 15
                    Culture: 10
                    7 Survival Years
           "If you play the Cleopatra missions in order, Migdol will be
           the first "survival" mission you encounter.  Be forewarned:
           time limit and survival missions are different!  In this one,
           your assignment is to keep the eastern border of the Egyptian
           empire safe for 7 years (84 months).  You will play all 84
           months no matter what.  If you can bring your city through 7
           years of attack and still meet or exceed the population,
           prosperity, and culture requirements, you will be victorious.
           The Assyrian attacks start with small scouting parties but build
           up to a pretty substantial attack near the end of the mission.
           Start to develop your military early and ensure that all of
           your troops are properly trained at an academy.  You'll need
           infantry or chariots; archers alone will not be able to fend
           off the powerful Assyrian chariots.  Import copper (for
           weapons), weapons themselves, or chariots as quickly as you
           can without going into significant debt.  Be prepared to aid
           the people of Memphis who are suffering through a series of
           famines; they will be able to contribute to your military buildup.
           When the Assyrians attack, contain their chariots.  Chariots can
           do a lot of damage to your city quickly, so you cannot afford
           to give them any leeway.  Building towers to strengthen the
           defensive perimeter of your city helps reduce the chance of
           an Assyrian breakthrough into the city.
           A military buildup is expensive, so you'll need exports.
           Papyrus and fish are the best commodities to concentrate on,
           though both resources are limited.  You should also consider
           importing barley so you can produce beer for export.
           Finally, plan your city's growth wisely.  The city walls limit
           the size of your city, so you must be careful not to overbuild.
           If you build appropriately and give your military top priority,
           you be able to fend off the Assyrian attacks, keeping Pharaoh
           Taharqa's empire safe for a few more years."
           - Thanks to Impressions
                               Rebirth of a Navy (Tanis)
           Goals:   Population of 2500
                    Kingdom: 45
                    Prosperity: 40
                    Culture: 30
                    10 Survival Years
           "Tanis is probably the most difficult mission of the "Ancient
           Conquerors" campaign.  The constant invasions are the dominant
           concern, but at the same time you need to develop a thriving
           city with fairly high culture and prosperity levels.  There
           will be four Persian naval forces sent to attack your city,
           but only two will include ground troops on transports.  You
           can use this knowledge to your advantage - since the first
           invasion includes warships only, you can hold off on your
           naval buildup until after they have scouted the coastline
           and returned home.  Be prepared with a stockpile of wood so
           you can build your complement of warships quickly once they
           Delaying your naval buildup allows you to focus your initial
           efforts on developing a robust export economy.  A city split
           across the east and west sides of the river provides the
           richest set of resources to maximize your city's wealth.  To
           achieve a 40 prosperity rating, you will need at least
           mid-level housing (supplied with pottery) and a healthy
           treasury that is growing for at least the last two years of
           the mission.  There are only three trade cities to worry
           about, so go ahead and open up trade routes with all of them.
           The number of marshes on the map will limit your papyrus
           exports, while you only have one buyer for pottery.  Try to
           maximize your exports of both of these commodities.  You can
           also import barley and manufacture it into beer for export.
           When the later Persian invasions come, use the six month
           warning message to trigger your fleet into action.  Move
           northwest to the corner of the map and wait for the enemy
           transports there.  Archers positioned along the shore can
           help your odds of winning the naval battle.  One final tip -
           stockpile some wood to rebuild your naval losses.  You never
           know when the wood supply might dry up."
           - Thanks to Impressions
                            Alexander the Great (Alexandria)
           Goals:   Population of 4000
                    Kingdom: 60
                    Prosperity: 55
                    Culture: 45
                    1 Mausoleum
                    12 Common Residences
                    12 Years Maximum Time Limit
           "A monumental task lies ahead of you in building the grand city
           of Alexandria.  With forethought it will become a shining beacon
           on the Mediterranean during the Ptolemaic Empire, and it's your
           responsibility to mold a thriving metropolis from this sprawling
           expanse of coastal land.  Consider leaving the space between the
           coastline and the Canopic Street for docks and industry, and
           developing your main residential areas in the large grassy areas
           further inland.  If playing this in a campaign, try to think ahead
           when you place the Mausoleum.  By then end of the third Alexandria
           mission ("Cleopatra's Alexandria") the city will boast quite a
           few large monuments, and good placement can truly add wonder to
           your city.
           You've been given a maximum of 12 years to get the metropolis
           booming - and a Mausoleum constructed.  Setting up a productive
           meadow farming community and fishing wharves will be your first
           challenge, as the early inhabitants of Alexandria like lots of
           fish and bread on their tables.  Build a number of docks and
           storage yards and concentrate on developing water trade routes
           (this is Alexandria, after all!).  Beer and papyrus (and any
           excess straw, grain or barley) make good exports.  Don't be
           alarmed when you discover you can't import sandstone for the
           Mausoleum right away; if you are kind to your neighbors, trade
           routes with On (Heliopolis) and Bahariya Oasis become available
           in the 3rd and 4th years.  If you fulfill enough requests, you
           can also receive generous gifts of sandstone, which will aid in
           the Mausoleum's construction.
           Trade in beer can bring you great wealth, with papyrus not far
           behind.  The distance of the reed fields from the harbor tends
           to slow down papyrus production and export though.  Your reed
           gatherers will also have to keep an eye open for snakes in
           the grass!  Once you start turning a profit, you can begin
           importing raw goods to make other commodities for your people
           and to export.  You will need pottery to meet the common
           residence requirement and burial provisions for your Mausoleum.
           Remember to give Ptah and Ra their due; it can really help boost
           your productivity.
           Don't get so caught up in your city's economics that you ignore
           its defenses, however.  A few warships and one academy-trained
           fort of each type should be enough to deal with any military
           problems that the tide brings in.  Your troops might also be
           helpful in the next scenario..."
           - Thanks to Impressions
                      The Glory of Ptolemy (Ptolemy's Alexandria)
           Goals:   Population of 7000
                    Kingdom: 75
                    Prosperity: 75
                    Culture: 75
                    Alexandria's Library 
                    Pharos Lighthouse
                    6 Elegant Manors
           "Alexandria has grown to be an important and prosperous city on
           the Mediterranean, and your task is to build an even larger and
           more elaborate city to showcase Egypt's revived prosperity and
           culture.  Many things have changed since the time of Alexander,
           so don't be alarmed when you have to alter your strategies a bit.
           If you are playing this mission within the campaign the mausoleum
           entombing Alexander the Great will already grace the city's
           skyline.  Bast is now worshiped, so make sure you build enough
           temples to keep her and Ptah happy, along with Ra, the patron
           deity.  Walls have been constructed to keep the port safe, but
           these have pushed the nearest land suitable for farming outside
           of the city limits to the south.  You will need to set up a small
           settlement to run the farms and collect reeds, and establish a
           proper distribution route to your granaries, storage yards and
           docks located within the city walls.  As before, foreign cities
           in the Mediterranean basin are ever willing to purchase any grain
           you have for sale.
           Barley farming has fallen out of favor, but deposits of rich
           clay have been found during the construction of the port.
           Exporting handcrafted pottery and sturdy bricks will help fill
           your coffers with debens, which are needed to purchase marble.
           You will need to import quite a bit of marble from Enkomi (and
           quantities of wood and copper) to build the new monuments that
           will enhance Alexandria's greatness.  The Library of Alexandria
           can be placed anywhere in your fair city, and should be your
           first project once your economy is stable.  The Pharos Lighthouse
           must be built out on the rocky promontory north of Alexandria's
           large harbor.  Getting the necessary workers and building
           materials to the Lighthouse's construction site can be
           challenging.  Both monuments will require lots of marble; masons
           will work on the library after every 2 cartload of materials
           and on the lighthouse after every 3 cartloads of materials.
           Fulfilling requests from other cities will frequently add to
           your kingdom rating.  Aiding Memphis (Men-nefer) will
           frequently result in much-needed gifts of construction-grade
           marble.  Loyal troops will tramp in to fill the first Infantry
           and Archer forts you build.  Even though no invaders will
           directly threaten your city, these veterans will be useful
           for fighting in distant battles so be sure to construct at
           least one transport ship for them.  With any luck your valiant
           troops will not be on their way to or from their the wharf when
           the deadly hailstorm blows in.
           You will need to import flax and gems to produce linen and
           luxury goods to support a scribal class in their elegant
           manors.  Eventually you will also need to construct a zoo for
           your citizens' amusement (but don't build it too close to your
           fancy housing or the odors emanating from the beasts' cages
           will cause problems).  It may take awhile, but Alexandria will
           surely flourish under your wise leadership."
           - Thanks to Impressions
                             Caesar and Cleopatra (Maritis)
           Goals:   Population of 1000
                    Kingdom: 35
                    Prosperity: 25
                    Culture: 10
                    15 Rough Cottages
                    7 Survival Years
           "This is a "survival" mission in which you have a limited number
           of years to fulfill all the victory criteria (when time expires
           ensure that you have met or exceeded all requirements).  To make
           matters interesting, three of the seven advertised years have
           already expired (48 months remain) when play commences - and an
           armed mob of angry Egyptians is pounding on your front door!
           Not surprisingly, your initial concern will be driving off Ptolemy
           XIII's "rabble" with Caesar's finest.  The Egyptian foe will march
           in from the north - the direction of Alexandria.  Handled wisely,
           your three pre-built Roman legions should be able to withstand
           the multiple waves of attackers.  However, if your military talents
           are not as great as Caesar's, you might want to consider building a
           Recruiter and a second Archer fort soon after the mission begins.
           If you can spare the debens, you should also construct an Academy
           so that the new levees can be properly trained.  Expect a gift of
           weapons from Pelusium (Migdol) to help arm your legions.
           After repelling the initial invasions you need to build a
           transport wharf along the limited coastline.  Have at least one
           fort of troops at full strength, because Caesar and Cleopatra
           will soon request your troops' assistance in Alexandria.  If you
           don't send troops or lose this battle, most of your trade routes
           will shut down, and the Egyptians will attack once more, making
           it nigh near impossible to win the scenario.
           Maritis is a small town compared to the splendor of Alexandria
           you have most recently seen; you needn't spend too much time in
           beautifying this trivial fishing village.  Early expansion of
           its food supply is important, however.  Build more chickpea
           farms (you can forgo the irrigation due to the limited coastline
           space) and get your fishing boats going.  You must watch your
           imports and exports closely.  If you don't export enough papyrus,
           and/or if you import too much copper/weapons, your prosperity
           will suffer.
           Perhaps worse enemies than the Egyptians are the fearsome asps,
           which lurk around the reed fields.  Left alone, the asps will
           nip at your reed gatherers, cutting into the reed supply and
           strangling the production of papyrus.  It might be wise to send
           some archers out for target practice against these troublesome
           Don't let your population climb much over 1000, or placing your
           citizens in jobs might become difficult.  If necessary (and if
           you have the spare debens), you can build more temples, a
           palace and some tax collectors.  A few gardens or a statue near
           the existing houses should be all that's needed to nudge them
           into rough cottages if you have enough food coming in.  A
           stage with some jugglers will also do nicely in cheering
           up the besieged town."
           - Thanks to Impressions
                    The Legacy of Cleopatra (Cleopatra's Alexandria)
           Goals:   Population of 10000
                    Kingdom: 80
                    Culture: 80
                    Prosperity: 70
                    6 Palatial Estates
           "This is your chance to build the finest city in all of Egypt,
           worthy of Pharaoh Cleopatra herself!  It may initially seem like
           your debens are inexhaustible, but building enough farms and
           industry to support 10,000 people will tax your resources.  This
           Alexandria map starts with a pre-built Palace (don't forget to
           add fire and architect coverage nearby) and thick city walls and
           towers.  Despite the sprawling acres of verdant grassland you have
           to build on, it would be wise to select a site for the
           extravagantly large Caesareum early.  If you are playing this
           mission in the campaign you'll also see the other monuments you
           constructed during the previous Alexandria missions, and troops
           will rejoin you if you build forts right away.
           You can produce mass quantities of grain with properly irrigated
           farmland, and other cities in the Mediterranean will buy your
           surplus harvest - but don't be too surprised if locusts devour
           your crops a few times... Fish provides a more varied diet for
           your upper class citizens, but you must import other food types
           for the required Palatial Estates and the Zoo to function.  Game
           meat from Bahariya Oasis is a good choice.
           Dispatch your burial provisions as early as possible*, but take
           care to guard against tomb robbers.  Besides marble, wood,
           sandstone and granite that must be imported for monumental
           projects, you will also need to import lots of pottery.  Setting
           up an efficient port with storage yards close enough for the
           bazaar buyers to obtain pottery regularly is important.  A
           sudden lack of ceramics can cause a large section of housing
           to devolve, bringing chaos, ruin and a mass exodus.  The cost
           of pottery can be somewhat offset by exporting surplus beer.  Once
           the trade route to Meidum opens you can import flax and then
           export linen, as there are several buyers for this fine cloth.
           Heliopolis can supply the granite needed to finish the Caesareum.
           Keep in mind that the Caesareum is a large project and that mason
           will need continue to work on the monument after every 2
           cartloads of materials.
           Be prepared for a "social visit" by Roman warships if you ignore
           any request by Rome for luxury goods (wanting you to give to
           Caesar what he thinks is his!).  It is probably wise to build a
           small jewelry industry to keep some luxury goods on hand.  Your
           other neighbors are generous, but you'll find that accepting
           "free" gifts usually results in more requests to fulfill.
           Throwing frequent festivals will keep your citizens happy and
           probably bring benefits to your industry and housing as well.
           This is the longest scenario in Cleopatra, but gives you freedom
           to tweak and beautify a grand and luxurious city to your heart's
           * Burial Provisions
           Whenever a scenario contains more than one monument (including
           monuments carried over from previous missions) and requires
           burial provisions it is recommended that you dispatch burial
           provisions as soon as possible, even so far as to dispatch them
           before the construction of the monument has begun.  The
           accumulated burial goods will be automatically brought to the
           appropriate monument.  This will prevent any mix-up in regards
           to the monuments status of completion."
           - Thanks to Impressions
                             The Battle of Actium (Actium)
           Goals:   Population of 1000
                    Kingdom: 50
                    6 Survival Years
           "There aren't a lot of distractions in this one: the goal is
           simply to destroy the Roman fleet when it arrives.  Your economy
           is fueled by wood; start producing it and exporting it as quickly
           as possible.  Game meat and fish are also plentiful, although
           there are no cities willing to buy those commodities.
           As soon as the lumber exports are flowing, it's time for the
           military buildup.  You should aim for the maximum of 6 warships.
           Archers, who can fire on the incoming Roman ships, are probably
           even more valuable than infantry.
           When the Roman fleet arrives, your first goal should be to sink
           their transports at all costs.  The Roman legions are very strong,
           and if they land on shore you'll be in for a difficult time.  If
           you can destroy all the Roman warships in their first wave, you'll
           be in terrific shape.  When the second wave of Roman ships appears
           your now-battered navy will have to gallantly sally forth once
           more.  Allowing Caesar's troopships to unload their human cargo
           means you'll have to fight a bloody ground battle - but that's
           what you built and trained your infantry and archers for, right?
           All the while you should also keep your neighbors happy so you can
           reap financial rewards and help keep your Kingdom Rating high
           enough for victory.
           It's a tough mission - rewriting history is never easy.  If you
           do win, take heart, you have enabled Cleopatra and Antony to
           rule the Mediterranean and enjoy the fruits of victory!"
           - Thanks to Impressions
                                     City Problems
      There are two types of animals, those you can hunt, and those that hunt you.
      The ones you hunt are Ostriches, Antelopes, and Birds.  The ones that hunt you
      are Crocodiles, Hyenas, and Hippopotamus'.  In general you should try to avoid
      the second type of animal, but odds are you will encounter them eventually.
      When these animals encounter your people, they will kill them.  This gets
      really annoying when they kill a worker who was carrying a valuable cargo.  My
      favorite defense against them is the Tower.
      Build a 2x2 wall and put it next to a road.  Make sure it is far enough away
      from your settlements to avoid the negative reactions people have towards
      towers.  Then build a tower on it.  You also have to have a recruiter in your
      city.  Also note that the tower must be connected by a road to the recruiter.
      Not a direct connection, but there must be at least some roads from tower to
      recruiter.  If possible, build 2 or 3 towers.  Now whenever the animals get
      too close, your guards will javelin them to death.
        Note:  You can never completely get rid of animals (except the Hyena), they
               will regenerate!
      One thing that may happen to you as your city grows is that you will
      essentially build over the animal breeding grounds.  You can't actually build
      on the grounds itself, but what you can do is to trap all the animals in a
      1x1 square, where they can't move, and you can't hunt them.
    Trading Food / Requests for Food
      Your city may not have the food resources that you need to survive.  Not to
      worry, you can always buy food.  First you need a Storage Yard.  Then right
      click the storage yard, and click "Special Orders".  Now go up to the food
      that you want to buy and click where it says "Do Not Accept" and it will
      change to "Accept All".  If you click it again it becomes "Get Maximum", which
      means that Storage Yard will go out and get that item from all the other
      storage yards.  Also note the arrows by the Item, those allot space in the
      Storage Yard, 1/4, 1/2 or 3/4 of the Yard for that item.  If a Storage Yard is
      requesting food, all that type of food will be diverted there, meaning that
      the Granaries will NOT receive that food!  To have the granaries pick up the
      food, go to the Granary, right click, Special Orders, and have them Get
      Maximum of that food.
      If you are stockpiling food for a Request, be sure to turn OFF the Accept All
      on the Storage Yard after you fulfill the request, or all that food will be
      sent to the Storage Yard.
      When you import food into a Storage Yard, your bazaar workers can pick it up
      directly from the Yard, it does not need to be taken to a Granary.
      Fire occurs only when your Fire Marshals didn't get to a house quick enough,
      and it caught fire.  Which means that you probably didn't have enough Fire
      Marshals to begin with!  First thing's first, build more Firehouses.  They
      don't really need to be near the fire, just close enough so that they can send
      in some Fire Marshals to battle the blaze.
      Now, the fire will spread, even if you have lots of Firehouses and Marshals,
      so you MAY have to demolish any nearby buildings.  Not fun, but something that
      you MAY have to do.  I say that you may because you don't have to destroy
      a building if you think the fire will be out quickly enough.
        Note:  Even though "buildings" such as the Festival Square have no risk of
               fire they can CATCH on fire if they are adjacent to a burning
      You do not have to destroy roads/plazas/gardens/statues as they can't catch on
      Crime is a very serious problem in a city.  Criminals will appear out of
      houses, run towards a palace (maybe even YOUR palace!) and rob it.  This is
      very serious as it indicates that your city is NOT a good place to live.  Not
      only that, but now you have less money with which to improve the city!
      Obviously Police Stations and Courthouses can HELP reduce the likelihood of
      crime in your city, and Constables can stop criminals if they find them on the
      street, but that isn't the ideal solution.  Crime is caused mainly by low
      city sentiment.  Low wages, high taxes, high unemployment, and general
      dissatisfaction in the city cause crime.
      So to prevent crime from even happening, keep wages up at least to the
      Kingdom Level (or higher if you can afford it), keep taxes low ESPECIALLY at
      the start of the scenario.  You may be tempted to raise them early to get
      extra money, but taxes don't yield much money until you get closer to Estates
      anyway.  Keep unemployment between 5 and 10 percent.  This gives you plenty
      of extra workers if you need to construct new industries, armies, monuments,
      but is low enough to avoid dissatisfaction.  And above all keep the people
      entertained and get them access to religious services.  Festivals are
      especially important.  Try to hold them every year at least, if two years
      have gone by, you may need to hold another one (of course by then it might be
      more important to hold the festival for a displeased god).
      Eventually it will happen, you will be invaded by someone, be it the Nubians,
      Lybians, or Bedouins.  You will be given plenty of notice to prepare for their
      coming, whatever the state of your military.  As soon as you are informed of
      an invasion check out the state of your armies, if you don't have any, build
      at least an archer company.  Save the game!
        Tip:  To be extra well informed, save the game, then run the game at top
              speed, ignoring the city.  Once the enemy invades, note where they
              invade, and with how many troops.  This allows you to customize your
              response so that you don't over or under prepare for them.
      Build walls to protect sensitive areas in your city.  The best places to build
      walls are at the edges of the map, as that keeps their armies well away from
      your city.  Build plenty of towers on the wall (which requires that you have
      built a 2x thick wall), but you don't need to cover the wall in nothing but
      towers, as each tower sends sentries out onto the wall.  If you used the
      previous tip, or the army has invaded you before (they TEND TO invade the same
      way every time, but not always) you want to build your wall in a triangle
      with the open end where their army comes in.  This allows almost all of your
      towers to attack them at the same time creating a kill-zone that can eliminate
      the army quickly and effectively.  This takes advantage of how the enemy
      armies appear, 1 soldier at a time.  If your towers are in range of the exact
      spot that they appear, you could kill them all before they can even attack.
      However, you may not always be able to get walls up in time, and maybe your
      army isn't sufficient to beat them--maybe you don't even HAVE an army!  What
      do you do then?  Build as many Police Stations as close to the army as you
      can!  Constables aren't the best defence, but if you have no choice, they are
      better than nothing!
                            Frequently Asked Questions (FAQs)
        Note: A number of these were taken from http://pharaoh.heavengames.com for
        particular reasons.
    | Q:  Pharaoh just requested (something) that I don't have, neither can I      |
    |     produce it, nor import it.  What gives?                                  |
    |                                                                              |
    | A:  Not every request can be fulfilled, unfortunately.  You'll just have to  |
    |     take the hit in Kingdom Rating and try to fulfill the next request.      |
    |     Remember that you have a LOT of time to get that Kingdom rating up, so   |
    |     don't sweat it if you miss a request.                                    |
    | Q:  I have bricks, and bricklayers are waiting on the monument; so, why      |
    |     aren't they getting delivered?                                           |
    |                                                                              |
    | A:  You either don't have enough laborers, or the laborer is on the way      |
    |     there, and simply has too far to walk.  Try building a work camp closer  |
    |     to the Storage Yard, or if you need to, build several.  Another problem  |
    |     is that unemployment could impact monument production, if that is the    |
    |     case, try to get more people into the city.                              |
    | Q:  Why are my deliverymen just standing around?                             |
    |                                                                              |
    | A:  Could be several things (they're all related, but a little different).   |
    |     It is usually because they don't have anywhere to put the goods.  Maybe  |
    |     your storage yard is full, or maybe your storage yard does not have      |
    |     enough employees to accept any more goods.  Another thing that could be  |
    |     wrong is that two deliverymen were going to the same place (say one is   |
    |     taking clay from the clay pit, and the other was taking it from a        |
    |     storage yard, both going to a potter), and one got there first (or the   |
    |     computer just computes that he'll get there first), so the other one     |
    |     waits for another potter to need clay before leaving.  In the mean time  |
    |     he'll just stand there, waiting.                                         |
    | Q:  I need limestone to complete a pyramid, but I don't have any, and no one |
    |     is selling it.                                                           |
    |                                                                              |
    | A:  You need to complete an "event" before a new trade route will open up    |
    |     allowing you to buy limestone.  Some events are giving them a requested  |
    |     good, or sending them your army to fight off an invader.  Don't worry if |
    |     you fail with the "event" the first time, it will come up again.         |
    |     Although if your troops fail in the field, your city will be invaded.    |
    | Q:  I have finished all the requirements for the city, but it won't let me   |
    |     on to the next city.                                                     |
    |                                                                              |
    | A:  Victory conditions are checked monthly, so you can only Proceed to the   |
    |     next scenario at the beginning of the month.  Also be sure that you      |
    |     don't have a population requirement that you are missing, as that can be |
    |     easily missed.  Finally check with the Overseer of the Monuments (press  |
    |     the = button) for any "Burial Provisions" that need to be stuffed into   |
    |     the Pyramid.  Burial Provisions are usually such things as Papyrus,      |
    |     Luxury Goods, Linen, and Weapons.                                        |
    | Q:  What exactly does a Roadblock do?                                        |
    |                                                                              |
    | A:  There are two different types of walkers in Pharaoh. Destination walkers |
    |     have a target picked out and will pass through the roadblocks. These are |
    |     all listed in the Big Manual that came with the game, but examples are   |
    |     deliverymen such as cart pushers, entertainment walkers, and buyers from |
    |     the bazaar, hunters, soldiers, and immigrants. These folks will ignore   |
    |     roadblocks.                                                              |
    |                                                                              |
    |     The roaming walkers can be controlled and stopped by encountering a      |
    |     roadblock.  These folks bring benefit to the city by passing the housing.|
    |     Examples are the bazaar traders, firemen, policemen, magistrates, and    |
    |     water carriers. Also in this group is the citizen looking for labor. He  |
    |     will not pass through the roadblock.                                     |
    | Q:  Why do they keep asking for debens in Waset?                             |
    |                                                                              |
    | A:  This is the parallel city to Thinis during the Civil War. Your loyalty   |
    |     to the Inyotef family is being tested. If you give in to the demands for |
    |     money, you will find yourself in a heap of trouble. You must be prepared |
    |     to fight the exporting cities and supporters of the Hene-nesw to prove   |
    |     you are worthy. And you must honor the requests for food and goods and   |
    |     troops from the supporters of the Inyotef to defeat the Hene-nesw.       |
    | Q:  Why can’t I import papyrus in Thinis?                                    |
    |                                                                              |
    | A:  There is an event at the end of April, 11 years into Thinis, where       |
    |     Men-nefer, as a trade city, comes under siege. At the same time, there is|
    |     a request for troops at Men-nefer. You have 6 months to dispatch troops. |
    |     If you win the battle, trade with Men-nefer becomes available, and so    |
    |     does Papyrus. If you lose the battle, your kingdom rating falls and the  |
    |     troop request is called again until you either refuse it or win. If you  |
    |     refuse it, you will lose access to papyrus and Men-nefer trade will not  |
    |     open again.                                                              |
    |                                                                              |
    |     Hint: You can send land based troops or water-borne troops to aid        |
    |           Men-Nefer.                                                         |
    | Q:  Why does my Kingdom rating fall in Iunet when I fulfill requests from    |
    |     Abu?                                                                     |
    |                                                                              |
    | A:  It's a bug. Just after you start Iunet, a request comes through for fish.|
    |     If you send the fish, thus opening a trade route with Abu, roughly 2     |
    |     years into the game you may start getting messages like - "even though   |
    |     trade has opened with Abu, the people are displeased and your kingdom    |
    |     rating falls." It continues to fall until Pharoahs army comes and wipes  |
    |     you out.                                                                 |
    |                                                                              |
    |  Impressions had this to say:                                                |
    |     "Our QA department is looking at the problem with Iunet and evaluating   |
    |     possible remedies. Meanwhile, we recommend that you either play the      |
    |     alternate city of On, or use the Pharaohs Tomb cheat to skip to the next |
    |     mission.  We apologize for disrupting your campaigns."                   |
    | Q:  Why can’t I import wood at Saqqara?                                      |
    |                                                                              |
    | A:  Selima Oasis will offer you a gift of 1600 pomegranates in the early     |
    |     part of the mission. This gift must be accepted, or you will offend them |
    |     and they will respond by "cutting back" and severing your sole supply of |
    |     wood forever.                                                            |
    | Q:  Why can’t I import Granite in Dakhla Oasis?                              |
    |                                                                              |
    | A:  There is a request for 15-20 wood or bricks at the end of April, 4-5     |
    |     years into the mission. (These are variable). The request is from Dunqul |
    |     Oasis. If you fill the request late, the trade route to Dunqul Oasis     |
    |     will open. If you fill it on time, you will be offered a gift of meat.   |
    |     Basically, to make things simple, do not refuse or forfeit the gift of   |
    |     meat. Accept the gift of meat. Then the trade route to Dunqul Oasis will |
    |     open and granite will be available.                                      |
    |                                                                              |
    |     If you do not comply with the request for wood/bricks (in other words,   |
    |     if you refuse it) then your Kingdom Rating will drop and Dunqul Oasis    |
    |     will never open as a trade city, you will never get granite, and you     |
    |     will have to restart the mission in order to win.                        |
    | Q:  Can enemy soldiers be drowned by the Nile flooding?                      |
    |                                                                              |
    | A:  Yes, and some players swear by the following strategy: If the attack     |
    |     comes just before the inundation (Nile flooding) you can use a troop of  |
    |     archers to lure enemy troops out to the flood plain (keep your infantry  |
    |     back). The floods will wipe out all the soldiers.   This tactic is not   |
    |     always possible depending on timing and geography, but some have found   |
    |     it useful in tough situations.  Some may say this is cruel to order      |
    |     archers to their death. I haven't found them good for much else though.  |
    | Q:  How do the Ratings affect my score?                                      |
    |                                                                              |
    | A:  All of the ratings factor into your score, along with length of time it  |
    |     took you to complete the mission, the amount of money you have, and the  |
    |     experience of your armies.                                               |
    | Q:  How do I improving my Culture rating?                                    |
    |                                                                              |
    | A:  Culture rating is pretty straightforward. Click on the advisor and add   |
    |     whatever he tells you need to raise the rating. What he won't do is tell |
    |     you how many of whatever you need to add. You can add them blindly until |
    |     the rating climbs or look at the advisor for that item. See how many     |
    |     people are served by one of the services you need, then based on that,   |
    |     add per your population. Health effect (physician, dentist, mortuary) is |
    |     calculated based on proportion of people that have access to their       |
    |     services. Other structures use the ratio of working buildings per        |
    |     population ("working" means that it simply has labor; papyrus, beer or   |
    |     entertainers are not necessary for this sole purpose).                   |
    | Q:  How do I improve my Prosperity rating?                                   |
    |                                                                              |
    | A:  Prosperity is a little trickier cause it has more parts to it. It        |
    |     consists of income for the city, employment, and the quality of the      |
    |     housing. The more people living in high class housing the better but     |
    |     high unemployment or high shortage of workers will be bad for prosperity.|
    |     The city has to make money to have a high prosperity rating. Also it's   |
    |     better if your exports make more money than your imports cost. Since     |
    |     taxes can add to city income the prosperity advisor will warn you if     |
    |     exports cost more than imports.  Quality of the housing sets an upper    |
    |     limit to prosperity, while other factors influence whether it will grow  |
    |     if it is below this limit, and how fast. For example, if the highest     |
    |     level of housing in your city is Common Residence, your prosperity will  |
    |     be "capped" until you reach a higher level of housing. In many missions, |
    |     due to limited housing upgrade possibilities, maximum achievable         |
    |     prosperity can be a lot lower than 100%.                                 |
    | Q:  How do I improve my Monument rating?                                     |
    |                                                                              |
    | A:  Monument rating is set for the mission and can't be exceeded.  You reach |
    |     it when you complete your monument.  Don't forget to deliver your "grave |
    |     goods" to do so!                                                         |
    | Q:  How do I improve my Kingdom rating?                                      |
    |                                                                              |
    | A:  Kingdom ratings can be influenced by meeting all of Pharaoh's requests   |
    |     in a timely manner, the god RA can increase your kingdom rating if you   |
    |     keep him very happy by enough temples, shrines and festivals. The third  |
    |     way is to give Pharaoh gifts. Now the gift giving comes from personal    |
    |     saving and is a percentage of savings. If your going to give gifts, make |
    |     it early when you don't have much savings, it's cheaper. Don't give more |
    |     than one gift a year to get the most out of a gift. Lavish gifts give    |
    |     the most points but are also the most expensive.                         |
    | Q:  I just built a Fort, but I don't have any soldiers.  Where are they?!?   |
    |                                                                              |
    | A:  You need to build a Recruiter building to train the soldiers, one by     |
    |     one.  From the Recruiter, they will all go to their fort cross-country.  |
    |     They will ride the ferry across the Nile to get to their fort. The       |
    |     Archers have their homemade spears, but Infantry men will need Weapons.  |
    |     You will need to have a Weaponsmith with road access to the Recruiter.   |
    |     And of course the Weaponsmith will need Copper in a nearby Storage Yard  |
    |     from either a mine or imports.  Building an army in ancient times was    |
    |     just as complicated as today.  And, an Academy will make your soldiers   |
    |     more efficient fighters.                                                 |
    | Q:  I have a website, and I want to put a screenshot of my game, but I don't |
    |     know how to take a screenshot.  Can you help?                            |
    |                                                                              |
    | A:  Sure!                                                                    |
    |     - Center your screen over the desired area.                              |
    |     - Press the "Print Screen" key on keyboard.                              |
    |     - Your screenshot is now saved to the Clipboard.                         |
    |     - Open MS Paint or some image editing program.                           |
    |     - Start a new image and select "Paste."                                  |
    |     - Your huge screen shot will appear that can be edited or printed.       |
    |     - You can save it as a BMP (Bitmap image) or a JPEG file.                |
    | Q:  In Caesar III, I was able to rotate the map, but I can't in Pharaoh.     |
    |     Did Impressions forget this...is it a bug?                               |
    |                                                                              |
    | A:  No, no.  Impressions did a wonderful job with Pharaoh.  They didn't      |
    |     forget to include that feature, and no, there's no bug.  There is a      |
    |     Pyramid icon in the upper right corner of the game interface; pressing   |
    |     it will face the map to North. Clicking just to the right or left of it  |
    |     will rotate the map right or left (notice the arrows that appear over    |
    |     the directional pyramid when you move your cursor to the right and left  |
    |     of it).                                                                  |
    | Q:  My Mausoleum is stuck at 99% completion!  Help!                          |
    |                                                                              |
    | A:  Well, I've never encountered this.  However, I did find an answer at     |
    |     the Heaven Games site for Pharaoh:                                       |
    |                                                                              |
    |     "With the Mausoleum stuck at 99%, I noticed that there was a single      |
    |      square of the base that had been skipped by the laborers (it was on the |
    |      far side of the building, so I hadn't noticed it originally). Following |
    |      Baltic's tip, I figured that that particular square had been assigned   |
    |      to a laborer that was stuck, lost, or on holiday. So (the short story)  |
    |      I deleted all of the work camps, rebuilt one and, voila! the new work   |
    |      camp spawned a laborer, who promptly went to the mausoleum and finished |
    |      it.                                                                     |
    |                                                                              |
    |      After several re-starts I tracked down the offending work camp, but I   |
    |      never could find the specific laborer. Since the work camp was on the   |
    |      far side of the river, I suspect that the ferry ride had something to   |
    |      do with it, but I can't say for sure.                                   |
    |                                                                              |
    |      Conclusion: Once the game assigns a particular worker to work on a      |
    |      particular part of a monument, it (the game) assumes that the worker    |
    |      will complete the assignment. If the worker - for whatever reason - is  |
    |      unable to complete the assignment, then the assignment is simply never  |
    |      completed. Hmmm... I wonder if a time-out mechanism is in order?  I     |
    |      would think that the same phenomenon is probably responsible for a lot  |
    |      of the "frozen" monument construction that has been reported by others  |
    |      in the forums.                                                          |
    |                                                                              |
    |      The moral of the story: If monument construction stops for no apparent  |
    |      reason, try deleting and rebuilding all of the supporting industries -  |
    |      the construction guilds, work camps and any suppliers of materials, if  |
    |      applicable. You might be able to get away with the ol' delete/undo      |
    |      routine, to save some money. But be prepared to delete and rebuild.  I  |
    |      hope this helps anyone else who experiences this phenomenon.  Good luck |
    |      and may the gods smile upon you! - Max"                                 |
    | Q:  Why won't the firemen put out the fires?                                 |
    |                                                                              |
    | A:  Well, if a fire has been burning for a long enough time (due to a        |
    |     Fireman being too far to reach it in time) then the fire will not be put |
    |     out and will just have to burn out on its own. If you right-click on a   |
    |     burning building under these conditions it should reveal a pop-up        |
    |     message saying: "Fire marshals could not get here in time to save the    |
    |     building. When the fires burn themselves out, only rubble will be left   |
    |     on this site."                                                           |
    |                                                                              |
    |     Also, Fire Marshals have a limited supply of water with which to prevent |
    |     and put out fires. At some point they need to return to their Firehouse  |
    |     to refill, so it may be that the Fire Marshals that are walking by a     |
    |     burning building simply do not have any water at the moment and are on   |
    |     their way back for a refill, after which they may or may not be able to  |
    |     reach a burning building in time.                                        |
    |                                                                              |
    |     If a house in the back row catches fire and there is a garden they won't |
    |     put out the fire until you remove the garden. That's true for anything   |
    |     without direct access. If there is a house in the back row that starts   |
    |     burning and the only way for a fireman to get to the fire is through     |
    |     another structure (gardens included), that structure has to be deleted   |
    |     first before the fireman can get there. This happen frequently when      |
    |     there is a row of housing that is 2 deep and the one which isn't         |
    |     adjacent to the road begins burning. If you just delete the house in     |
    |     front of it, the firemen will put out the fire.                          |
    | Q:  Pharaoh's engineers are blowing up my city! What should I do?            |
    |                                                                              |
    | A:  The Road to Egypt is blocked! That is the road that enters and leaves    |
    |     the map.  The game will shift to the spot where the blockage is; that's  |
    |     the first place blown up by Pharaoh's engineers. Until the rubble is     |
    |     cleared they will continue to blow up your city. So slow the game down   |
    |     and the clear the rubble, don't block that spot again. They are helping  |
    |     you to have a clear path of road or vacant land through the city for     |
    |     immigrants and traders to pass.                                          |
    |                                                                              |
    |     The Road to Egypt is the original road showing on your map when you      |
    |     start. You can delete the road, move it, and/or build on it. In fact, if |
    |     you do use the road to start your city, delete a tile of the road on     |
    |     both ends to keep your walkers from making a long detour away from the   |
    |     housing and industry.                                                    |
    | Q:  Should I make the roads pretty with those nice plazas? How do I do it?   |
    |                                                                              |
    | A:  Your citizens will pave dirt roads with stone tiles in the areas that    |
    |     have good desirability such as near Temples and Temple Complexes. Only   |
    |     after they pave the roads can you add the pricey plaza tiles. You can    |
    |     find them under the Municipal Structures icon on your Control Panel,     |
    |     Beautification sub-menu with the statues and gardens. Plazas increase    |
    |     desirability and can help upgrade bazaars and water carriers as well as  |
    |     houses.                                                                  |
    | Q:  Are festivals necessary?                                                 |
    |                                                                              |
    | A:  Festivals can help appease the gods and increase your chances for        |
    |     blessings.  Remember it takes time to plan and throw the festival, so an |
    |     angry god might be appeased quicker by a temple or couple of shrines.    |
    | Q:  What are all those little blue symbols by the god’s names?               |
    |                                                                              |
    | A:  The Blue Ankhs symbolize how happy a god is with you. Lightening bolts   |
    |     are letting you know something very bad may happen...soon!               |
    | Q:  What kind of blessings, or curses, can I get?                            |
    |                                                                              |
    | A:  Osiris can improve the Inundation to boost fertility of your growing     |
    |     crops, and can double your harvests if especially pleased. He can also   |
    |     send stop your crops from growing or with hold the annual flooding.      |
    |                                                                              |
    |     Ra’s blessing can boost your Kingdom Rating, cause cities to trade more  |
    |     with you and can provide a 12 month bonus of your trading partners       |
    |     paying 1 ½ times the going rate. If he is not pleased with you, your     |
    |     Kingdom Rating will suffer and he can stop traders from coming to your   |
    |     city.                                                                    |
    |                                                                              |
    |     Ptah can fill a storage yard with goods or raw materials for industry.   |
    |     He can give your weavers, jewelers or shipwrights raw materials to work  |
    |     with. He can destroy storage yards of raw materials or goods if he is    |
    |     ignored.                                                                 |
    |                                                                              |
    |     Seth can protect your soldiers sent to distant battles and smite your    |
    |     enemies at home. Ignore him and he will not be on your side the next     |
    |     time you are attacked.                                                   |
    |                                                                              |
    |     Bast can fill your bazaar with goods and make your population happy and  |
    |     content.  Incur her wrath and she can send plagues and illness to your   |
    |     city.                                                                    |
    | Q:  What is the difference between a Bazaar Buyer and a Bazaar Trader, and   |
    |     how can I tell them apart?                                               |
    |                                                                              |
    | A:  A Bazaar Buyers has a basket on top of her head. She goes to the granary |
    |     to get food and will also pick up imported food from a storage yard. She |
    |     goes to the storage yards and picks up beer, pottery and other goods.    |
    |     You can control what she buys through the special instructions for the   |
    |     bazaar. Regular bazaars will often send out two buyers, but Impressions  |
    |     has explained that these buyers are non-specific for either food or      |
    |     goods. Upgraded bazaars (ones that are close to areas with high          |
    |     desirability such as temples and gardens--you can recognize them by a    |
    |     fancier graphic) will send out two buyers--one dedicated to buying food, |
    |     one for goods. Each buyer can pick up more than one kind of food or      |
    |     goods on a shopping trip. When she returns to the bazaar, you will see a |
    |     trail of little basket boys following behind her. She will ride ferries  |
    |     to find items for her bazaar.                                            |
    |                                                                              |
    |     The Bazaar Trader will stay within the confines of roadblocks            |
    |     distributing food and goods to the houses she passes by. If you see her  |
    |     outside the roadblock, it could be she is out of goods and taking a      |
    |     short cut home to the bazaar.                                            |
    | Q:  What about these danged water carriers?                                  |
    |                                                                              |
    | A:  The water supply has to be placed on land that has ground water. You can |
    |     check this by turning on your Water Overlay (hot key: W). The water      |
    |     carriers will pass by your houses taking fresh water in a random walker  |
    |     path. He will turn around at a roadblock, and has been know to vary his  |
    |     route. If you see houses suddenly devolve, right-click the house to see  |
    |     if he has decided to walk a different route this year.                   |
    |                                                                              |
    |     Water carriers can be upgraded like bazaars by adding gardens or statues.|
    |     The upgraded water carrier has a different graphic and is reported to    |
    |     spawn walkers more often. As a rule of thumb, a water carrier will walk  |
    |     about 27 tiles before turning around.                                    |
    | Q:  People keep talking about check your advisor or overseer. Where do I     |
    |     find them?                                                               |
    |                                                                              |
    | A:  Check the control panel on the right of the screen for a little guy in a |
    |     boat. Click on him and you see will the advisors and overseers.          |
    |                                                                              |
    |     Chief Overseer: The name says it all. Works with your other overseers to |
    |     provide a summary of the city status in a number of areas.               |
    |                                                                              |
    |     Overseer of the Workers: Reports employment figures in each employment   |
    |     sector.   It will show any employment shortages and allow you to adjust  |
    |     priorities by changing labor allocation. This screen will also show the  |
    |     wages for workers.                                                       |
    |                                                                              |
    |     Overseer of the Military: Keeps track of all military. The overseers     |
    |     show the number and types of companies in the army. He also tracks       |
    |     morale and experience level. This screen is also used to send troops on  |
    |     Kingdom service. The Overseer tracks if invaders are approaching and if  |
    |     anyone has requested military aid.                                       |
    |                                                                              |
    |     Political Overseer: Helps maintain good relations with others in Egypt.  |
    |     Here you can view any outstanding requests for goods or food and he will |
    |     let you know when you have enough in storage to meet the request. The    |
    |     Political Overseer also tracks your family savings and your personal     |
    |     salary. You can adjust your salary level or spend some of your personal  |
    |     saving for gifts to the city or for gifts to Pharaoh.                    |
    |                                                                              |
    |     Ratings Overseer: Charts current ratings and provide advice on how to    |
    |     improve them. Click on each rating for advice.                           |
    |                                                                              |
    |     Overseer of Commerce: Monitors the city's industries and storage yards.  |
    |     Keeps track of supply, demand and prices for goods through out the world.|
    |     This is where you open trade routes and set import/export amounts. You   |
    |     have a choice of setting the amounts yourself or letting the advisor set |
    |     them. Word of caution: if you set the amounts they will stay fixed at    |
    |     that amount, if you let the advisor set the amounts they will rise if    |
    |     the number of workshops using a good increases.                          |
    |                                                                              |
    |     Overseer of Granaries: Provides information about the city's population  |
    |     and its eating habits. There are three different charts: population      |
    |     history, population by age and population by dwelling type. It reports   |
    |     the number of immigrants that arrived in the previous month. Also tells  |
    |     you how many more people the current vacant housing can hold. Note of    |
    |     caution: these numbers are always for the previous month.                |
    |                                                                              |
    |     Overseer of Public Health: Reports on the overall health of the city. He |
    |     tracks the number of apothecaries, physician’s offices, dentist’s        |
    |     offices, and mortuaries working in the city. Will also advise you of any |
    |     particular health problems facing the city.                              |
    |                                                                              |
    |     Overseer of Learning: Advises you of the status of education in your     |
    |     city.  Reports the number of active Scribal schools and libraries and    |
    |     how many people can benefit from the existing educational structures.    |
    |                                                                              |
    |     Overseer of Diversions: Knows how many juggler's booths, musician's      |
    |     stages and dancer’s stages are working in the city. He also reports the  |
    |     number of Senet houses that are entertaining the public.                 |
    |                                                                              |
    |     Overseer of the Temples: Knows which gods are worshiped and weather or   |
    |     not the city has a patron god. It's also where you plan and give         |
    |     festivals to the gods.                                                   |
    |                                                                              |
    |     Overseer of the Treasury: Keeps a ledger of the city's income and        |
    |     expenses.  There is also the previous years ledger to compare against.   |
    |     This is where you can adjust the tax rate and see the percentage of the  |
    |     population registered to pay taxes.                                      |
    |                                                                              |
    |     Overseer of Monuments: Provides a list of monuments required to win the  |
    |     mission and general status report on monument construction projects.     |
    |     This screen is also where you will see a list of burial goods required   |
    |     and where you will be able to dispatch them.                             |
    | Q:  What are the Map Overlays and how do I use them?                         |
    |                                                                              |
    | A:  If you want to learn more about your city than the advisor can tell you  |
    |     click on the overlay button. Then select the topic and sub-topic you     |
    |     want to know more about, such as where are the high crime rates, what    |
    |     buildings are likely to catch fire or collapse or which areas of your    |
    |     city have access to water.  Use the HOT KEYS for faster access.          |
    | Q:  What's the point of Low Fertility Grain Farming?                         |
    |                                                                              |
    | A:  Oh the joys of low fertility grain farming! A low fertility grain farm   |
    |     produces maximum straw output which is essential to feed your Cattle     |
    |     Farms and build Mastabas!                                                |
    |                                                                              |
    |     Take Itjtawy for example. Make use of the few tiny patches of meadow     |
    |     that are available.  You can fit about 9 grain farms sitting on that     |
    |     tiny strip of land, with about half the farms under 10% fertility (no    |
    |     room for irrigation). These farms do a great service. Even though they   |
    |     produce under 2000 grain per year, each farm produces a full load of     |
    |     straw with every harvest, regardless of the fertility or staffing. With  |
    |     18 loads of stray every year, you have more than enough for several      |
    |     cattle ranches (which produce more food than the farms themselves) and   |
    |     to keep your brickwork's fully stocked at all times, while leaving the   |
    |     floodplains open for the other varieties of food that keeps your people  |
    |     happy and healthy. They also provide a good source of employment.        |
    | Q:  Do Storage Yards take priority over Granaries?                           |
    |                                                                              |
    | A:  Nixon of Impressions says: "Yes, Storage Yards take priority over        |
    |     Granaries. This was done to help you when you needed to stockpile food   |
    |     for a request. So if you allow a Storage Yard to accept food then your   |
    |     cart pushers will want to bring food to the Storage Yard until there is  |
    |     no more room. Basically, you should just set the Storage Yard to fill up |
    |     to 1/4 (or 1/2 or 3/4), however much room is needed to store your extra  |
    |     food. That way your cart pushers will only bring the required amount to  |
    |     the Storage Yard and then concentrate on the Granary."                   |
    | Q:  Do Market Buyers go to Storage Yards like Granaries?                     |
    |                                                                              |
    | A:  The short answer is "Yes," but....                                       |
    |                                                                              |
    |     Grumpus (a Pharaoh Heaven Board Member) explains: "Market Buyers will    |
    |     only take food from a storage yard if that food is being imported. Once  |
    |     you start importing a food, you can also grow it at home,(if that is     |
    |     possible) and you will not need granaries for that food."                |
    |                                                                              |
    |     Ironrodiken of Impressions further explains: "As Grumpus said, in most   |
    |     missions, your people will need Granaries if they're to eat homegrown    |
    |     food at all. Bazaar buyers will only get imported food types from        |
    |     Storage Yards. Even in those missions where you can supply your Bazaars  |
    |     from SYs, though, remember that Bazaars employ a Granary buyer, who sits |
    |     idle if there aren't any Granaries to buy from. While the Granary buyer  |
    |     probably enjoys her early retirement very much, her sister the SY buyer  |
    |     now has to get all the food, and has correspondingly less time to shop   |
    |     for pottery, beer, etc. (p. 86 of the US manual) Bazaars work most       |
    |     efficiently when the food comes from a Granary, and the SYs supply only  |
    |     non-food items."                                                         |
    | Q:  How do I build irrigation ditches and is there a limit on how far the    |
    |     water will go?                                                           |
    |                                                                              |
    | A:  Like roads you just drag the irrigation ditch as far and whatever        |
    |     direction you want. Be sure that it's connected to the water lift, you   |
    |     can tell because you will see water in the ditch. The ditch will go      |
    |     under roads without doing anything special. There is no limit on far the |
    |     water will go. If you build the water lift on the edge of a flood plain  |
    |     you will have to put an irrigation ditch from the river to the water     |
    |     lift. Water lifts required direct labor access and a road.               |
    | Q:  What are the different types of farms and how do they work?              |
    |                                                                              |
    | A:  Flood Plain Farms: The first type of farming you will come across is the |
    |     flood plain farms. The way they work is with indirect labor from work    |
    |     camps. Work camps train farmers and provide labor for monument building. |
    |     Flood plain farmers only work for part of the year during non-flood      |
    |     times. They require roads that are connected to the work camps for the   |
    |     laborers to reach the farms. The closer the work camps are to the flood  |
    |     plain the quicker the farmers can get to the farms. Also building the    |
    |     work camps close to the flood plain allows them to train more labor.     |
    |     Work camps require direct access to labor. Flood plain farms can be      |
    |     irrigated to increase productivity.                                      |
    |                                                                              |
    |     Meadow Farms: The second type of farm is the meadow farm. They can only  |
    |     be put in areas with little yellow flowers. Usually you can click on the |
    |     ground and it will say it's meadow but if that doesn't work just hold a  |
    |     farm over an area you believe to be meadow. If it turns green then you   |
    |     can build a meadow farm. Meado farms require direct labor access like    |
    |     any other building and work camps don't provide it. This type of farm is |
    |     not usually as productive as flood plain farms but has the advantage of  |
    |     different harvest times from the flood plain farms. To make meadow farms |
    |     more productive you can irrigate the land. To irrigate the land you need |
    |     a couple of things. A straight piece of coast or edge of flood plain,    |
    |     build a water lift and irrigation ditches a meadow farm only has to have |
    |     one corner touching an irrigation ditch or to be with 2 squares of a     |
    |     ditch to be irrigated. If you click on the farm it will say if it's      |
    |     irrigated.                                                               |
    | Q:  Why do my cart pushers keep drowning in the flood?                       |
    |                                                                              |
    | A:  When the harvest comes, the cart pushers must have a place to deposit    |
    |     the goods. This means they have to have a road from the flood plain to a |
    |     granary or storage yard that is set to accept the goods. And the         |
    |     building must have full employment to accept the goods. The cart pushers |
    |     will ignore roadblocks, as they are destination walkers. Barley and flax |
    |     must be taken to a storage yard, it won’t go in a granary. Cart pushers  |
    |     will choose an accepting Storage Yard for food before going to an        |
    |     accepting granary. If there is no place accepting the goods, the cart    |
    |     pushers drown.                                                           |
    |                                                                              |
    |     Check your storage yards by right clicking and see if they are set to    |
    |     accept the goods you want. You can adjust the amounts by clicking on the |
    |     arrows by the name of the goods.                                         |
    | Q:  What do the "get," fill" and the other commands in the special           |
    |     instructions for the granaries and storage yards do?  How do I use them? |
    |                                                                              |
    | A:  "Accept all" means the facility will accept all of a food or goods until |
    |     it reaches capacity. "Fill" can be set to 1/4, 1/2 or 3/4 and will allow |
    |     those proportions of a food/good to be accepted. "Get" has the same      |
    |     quantities plus "get maximum" which is full capacity. All these commands |
    |     are very useful to move food/goods around the city. When "Getting" food  |
    |     for a granary, the cart pushers use roads, but when using "getting"      |
    |     goods for a storage yard, they can go cross-country. The granary or      |
    |     storage yard will send two cart pushers out, and they will even across   |
    |     ferries to get the food/goods instructed. Be careful sending cart        |
    |     pushers on long journeys, if they are gone for a very long time, the     |
    |     home building forgets to send out a labor citizen and it sometimes       |
    |     looses labor access. Then when the cart pushers get back, there is no    |
    |     one to accept the goods, so they return to the place where they got      |
    |     them.... In this case, you might consider an intermediate storage yard   |
    |     stop, or an extra storage yard accepting the goods you were trying to    |
    |     "get".                                                                   |
    |                                                                              |
    |     But, remember too, with storage yards, while they are out "getting"      |
    |     goods, no cart pusher is available to deliver from that storage yard to  |
    |     a workshop or other building. Generally speaking, when placing mixed     |
    |     items in storage yards, you should carefully consider how it would be    |
    |     used. Having beer and pottery delivered to a storage yard from the work  |
    |     shops for a bazaar buyer to pick up and sending the storage yard cart    |
    |     pushers off to "get" luxury goods to export would work. But storing clay |
    |     in a storage yard that needs to be delivered to the brickyards and       |
    |     trying to "get" beer from across the Nile is not going to work out. They |
    |     won't get back for a long time, and the brickyards will be idle waiting  |
    |     on clay.                                                                 |
    | Q:  How do I keep the gods happy?                                            |
    |                                                                              |
    | A:  When you start a city, check your Overseer of the Temples. Note who is   |
    |     your patron god and plan to have at least one more temple for that god   |
    |     than the others-at all times. The non-patron gods won’t mind having      |
    |     fewer temples than the Big Cheese, but they do get jealous of each       |
    |     other! So, treat them fairly.                                            |
    |                                                                              |
    |     Shines do not provide walkers for Religious access to your houses, but   |
    |     do improve your overall Religion rating. They can be set behind          |
    |     architects or fire marshals to save space, as they only need to be       |
    |     within 2 tiles of a road.                                                |
    |                                                                              |
    |     Temple Complexes make your Patron god very happy. These structures also  |
    |     send out a priest to walk through the neighborhood and increase the      |
    |     desirability of the area. They are very expensive and require 50         |
    |     employees. The add-on altars and oracles for the Temple Complexes can    |
    |     increase benefits for your city.  The Strategy Section of Pharaoh Heaven |
    |     is a good place to get familiar with each of the gods, as well as the    |
    |     Religion section of the manual.                                          |
    |                                                                              |
    |     The general rules are:                                                   |
    |                                                                              |
    |     Keep the total coverage for each god equal to or above your current      |
    |     population.                                                              |
    |                                                                              |
    |     Treat the local gods equally. Equal numbers of shrines and temples for   |
    |     each.                                                                    |
    |                                                                              |
    |     Treat the patron god preferentially. Have more temples and shrines to    |
    |     this god than any of the local gods.                                     |
    |                                                                              |
    |     Throw a common festival every six months dedicated to the god that's     |
    |     gone the longest without one. Follow these rules and you'll be           |
    |     continuously showered with divine blessings. It's really not hard to     |
    |     find room for shrines, they aren't overly costly, and they don't require |
    |     any employees.                                                           |
    | Q:  How many people can be served by a temple or a shrine?                   |
    |                                                                              |
    | A:  1 Temple to the patron god covers 375 people.                            |
    |     1 Shrine to the patron god covers 187 people.                            |
    |     1 Temple to a local god covers 750 people.                               |
    |     1 Shrine to a local god covers 375 people.                               |
    | Q:  Do I need a festival plaza? How do I make one? Does it have to be        |
    |     connected to the city?                                                   |
    |                                                                              |
    | A:  Festival Plazas are 5-tile squares that have to be placed over a         |
    |     crossroad. They do increase desirability, but can wreck havoc with your  |
    |     walkers doing a promenade each time they enter the plaza. You can place  |
    |     it off in the boon-docks if you want, it doesn’t have to be connected to |
    |     the city. Another possibility is to leave one road tile between the      |
    |     plaza and the rest of the city and use a roadblock to keep the wandering |
    |     walkers under control.                                                   |
    | Q:  What are the moods of the gods?                                          |
    |                                                                              |
    | A:  The God moods, from worst to best, are:                                  |
    |                                                                              |
    |     Enraged; Furious;Angry; Resentful; Displeased; Apathetic; Amiable;       |
    |     Congenial; Sympathetic; Approving; Benevolent                            |
    | Q:  I have disease all over my city and people are dying right and left,     |
    |     what can I do?                                                           |
    |                                                                              |
    | A:  Egyptians were pretty picky about their health care. Areas close by the  |
    |     reed gathering areas are prone to malaria and must be provided with      |
    |     Apothecaries. All housing will benefit from regular access by a          |
    |     Physician, and will not evolve past Spacious Homestead without it.       |
    |     Additionally, Dentists are needed to evolve past Spacious Residences and |
    |     Morticians (with a supply of linen) are needed to evolve houses past the |
    |     Spacious Manor level. (Remember all those "Spacious" words and you will  |
    |     be fine). Your best bet is to provide water and food to all of your      |
    |     houses and check your overlays for trouble spots.                        |
    |                                                                              |
    |     Plague can break out in the city due to overall city health and it is    |
    |     not a pretty sight. You can see plague victims walking around the city,  |
    |     spreading the disease on the Risks: Disease Overlay. Every house he      |
    |     passes will become infected and the residents die. Wandering Plague      |
    |     Victims can be confined by deleting road tiles in their path, or by      |
    |     encountering an Apothecary walker, but the best course is prevention.    |
    |     The houses will remain vacant for a while, and then new residents will   |
    |     move in and use the food and goods left behind.                          |
    |                                                                              |
    |     Plagues break out when a city's overall health is poor. The two main     |
    |     contributors to good health are access to plenty of food and to a        |
    |     physician. Providing these two things to all (or just about all) of your |
    |     citizens should prevent plague from breaking out. You can find out which |
    |     areas of your city might be lacking in physician coverage by using the   |
    |     Physician overlay.                                                       |
    |                                                                              |
    |     Mortuaries also contribute to the good health of a city, as does         |
    |     providing your citizens with more than one food type. Dentists don't     |
    |     affect city health at all, but they do count for Culture points.         |
    | Q:  How do I place the entertainment stages?                                 |
    |                                                                              |
    | A:  All entertainment stages will fit on t-intersections. You will know if   |
    |     they fit because they will turn green. You can create a t-intersection   |
    |     in the middle of a housing block by adding to the road.                  |
    |                                                                              |
    |     Entertainment is a part of your cultural rating and allows your housing  |
    |     to upgrade to the next level provided it has the right goods and food    |
    |     for the next level. Variety is the key to happy people so try to provide |
    |     you people with as many types of entertainment as you can.               |
    | Q:  Why are my citizens complaining about a 9% tax rate?                     |
    |                                                                              |
    | A:  Taxation can have a negative effect, even at the default 9% rate, if tax |
    |     coverage is very unequal. People will complain about taxes when you're   |
    |     collecting from roughly 50% of the populace. For a quick fix, lower      |
    |     taxes to 5% for a month or two...but for a long-term solution, build     |
    |     more Tax Collectors to ensure that your collection rate remains          |
    |     comfortably above 50%.                                                   |
    | Q:  My tax collectors keep getting robbed!                                   |
    |                                                                              |
    | A:  You are probably spawning criminals from several of your houses. Check   |
    |     your Crime Overlay. You are going to have to supply police coverage to   |
    |     one or more of your housing areas.                                       |
    |                                                                              |
    |     Crime is usually a result of unemployment and people generally unhappy   |
    |     because of taxes, no food, no festivals, etc...If your crime is really   |
    |     intermittment, you may have to wait a while for your crime risk columns  |
    |     to lower. It is likely that you are missing a police station or a        |
    |     courthouse in one of your blocks or in an industrial housing area.       |
    | Q:  How can I get troops loaded onto transport ships?                        |
    |                                                                              |
    | A:  1. Find a section of non-floodplain coastline that's not hemmed in with  |
    |        buildings. Straight sections work better than convoluted sections,    |
    |        although this isn't absolutely necessary.                             |
    |                                                                              |
    |     2. Move your soldiers near your desired loading point. They don't need   |
    |        to be right on the coast, just close.                                 |
    |                                                                              |
    |     3. Move your transport near the rally point -- again, not right on the   |
    |        shoreline, just close to it.                                          |
    |                                                                              |
    |     4. Right-click the transport, choose Embark, then click on the company   |
    |        to load. Before you click, make sure the cursor shows the Embark      |
    |        order, which looks like a little guy with an arrow. The cursor looks  |
    |        like this when it hovers directly over a soldier or the company       |
    |        standard.                                                             |
    |                                                                              |
    |     5. WAIT A COUPLE OF SECONDS. This could be where you're running into     |
    |        trouble. Give them time to get aboard before you repeat the Embark    |
    |        order.                                                                |
    |                                                                              |
    |     6. Note that all members of a company need to be present before the      |
    |        company can embark. If you've got 14 soldiers at the rally point,     |
    |        and a 15th is on his way from the Recruiter to the Fort, the company  |
    |        won't embark until Pvt. 15 reaches the rally point. He has orders to  |
    |        report to the Fort first, which can bollux up your embarkation plans. |
    |        You can override his standing order by moving the company's standard  |
    |        by a tile or two; this tells the tardy guy to go directly to the      |
    |        rally point. Along these same lines, if a 16th soldier is produced    |
    |        while you're cajoling Pvt. 15, then the whole company will wait for   |
    |        Pvt. 16 to show up, too. The easiest way to avoid this is to          |
    |        transport only full companies.  Don’t attempt to partial companies.   |
    |                                                                              |
    |     7. If you select your ship and get any other icon besides Embark (due to |
    |        it being on Move or some other mode) just hit the "K" button and that |
    |        will automatically bring up the Embark icon. Just click on your       |
    |        available troops with this icon and they will board the Transport     |
    |        Ship.                                                                 |
    |                                                                              |
    |     I still don’t get it! Can you explain it again?                          |
    |                                                                              |
    |     1. Right-click on the transport ship to open the command window.         |
    |                                                                              |
    |     2. Click on the 'embark' icon. The window will close and you will notice |
    |       that the ship's flag will appear.                                      |
    |                                                                              |
    |     You should also notice that a ship-like cursor appears. Along with the   |
    |     ship the cursor also has directional arrows (you have look closely).     |
    |     Well, when you move the cursor over the company of troops the cursor     |
    |     will change. The ship will remain, but instead of the directional arrows |
    |     there will now be a human figure.  When the cursor changes like that -   |
    |     from arrow to human figure-- that is when you should left-click on the   |
    |     company.                                                                 |
    |                                                                              |
    |     3. Left-click on the company of troops you wish to board the ship. Make  |
    |        sure you click in the vicinity of their standard.                     |
    |                                                                              |
    |     4. Having done that they will disappear, i.e. they will have boarded the |
    |        ship.                                                                 |
    |     Note: the company does not need to be next to the shore to do this. It   |
    |     should work from various places and various distances from the           |
    |     shoreline.                                                               |
    |                                                                              |
    |     To disembark, right-click on the transport ship to open the command      |
    |     window and then click the 'disembark' icon. The window will close and a  |
    |     ship-like(?) cursor will appear. Go to the spot you want to move your    |
    |     troops to and click. The transport ship will go there and drop off your  |
    |     company.                                                                 |
    | Q:  I keep going broke in Perwadjyt, why?                                    |
    |                                                                              |
    | A:  During these first few "training" missions, try to learn the concepts    |
    |     being introduced, meet the immediate goals, and win the scenario         |
    |     quickly. Build only what you need to achieve victory. Making money is    |
    |     not the point, and is indeed impossible. However, the cash provided to   |
    |     you is roughly double what you'll  need to win if you build wisely. Tax  |
    |     Collectors are introduced in the next mission, Nekhen. Even then, taxes  |
    |     merely slow the rate of your treasury's decline. You won't earn profits  |
    |     until you learn trade in the following mission, Men-nefer. From that     |
    |     point on, profitability is important.                                    |
    | Q:  General Monument building tips!                                          |
    |                                                                              |
    | A:  Certain types of monuments (for example, the Obelisk and Sun Temple)     |
    |     have a requirement for a minimum amount of stone before you can even     |
    |     start. That means you must have enough stone in your storage yards       |
    |     before you can start the monument. Usually it's 240 blocks, which means  |
    |     you need 8 storage yards accepting that type of stone. In some missions  |
    |     you can quarry the stone yourself, in others you have to import the      |
    |     stone. The initial blocks of stone will start the monument but you will  |
    |     have to provide additional stone to finish.  But stone haulers won't be  |
    |     needed to deliver the initial stone to the monument, but you will need   |
    |     them for the balance of the stone.                                       |
    | Q:  The bricklayers are waiting at the mastaba! Why aren't my bricks         |
    |     delivered?                                                               |
    |                                                                              |
    | A:  Be sure you have built work camps they train workers for flood plain     |
    |     farms and monument building. Without work camps there is no one to       |
    |     deliver the bricks.  There has to be at least 400 bricks in a storage    |
    |     yard (the bricks all have to be in the same storage yard) before they    |
    |     will be delivered. If you have flood plain farms, workers go first to    |
    |     the farms then to build monuments. If you have enough unemployed workers |
    |     for the work camps, they will work on monuments all year round. Check    |
    |     that you aren't stockpiling bricks. If you are they will not be          |
    |     delivered.                                                               |
    | Q:  Why are my stone pullers stuck at the side of the pyramid?               |
    |                                                                              |
    | A:  That usually means that either you don't have any carpenters, they don't |
    |     have wood to build ramps needed for the stone pullers or they haven't    |
    |     finished the ramps. If you right click on the monument the construction  |
    |     supervisor should tell you what is wrong.                                |
    | Q:  Nothing is happening.  I have stone and brick in my storage yards,       |
    |     stonemasons, bricklayers and carpenters guilds. What's wrong?            |
    |                                                                              |
    | A:  If none of the construction people have reported to the pyramid you      |
    |     might have to delete the guilds and rebuild them. This has happened in a |
    |     few missions but be sure to wait a year before deleting the guilds. Be   |
    |     sure that they are fully staffed and that you have unemployed people to  |
    |     work on the pyramid. It also helps to build extra work camps near the    |
    |     monument you are trying to build. Check that the brown mat that is the   |
    |     entrance to the monument is not blocked. And, be sure you have a supply  |
    |     of wood in a storage yard close by the Carpenters Guild to build the     |
    |     scaffolds and/or ramps!                                                  |
    | Q:  All the monuments are finished but my score doesn't reflect that. What's |
    |     wrong?                                                                   |
    |                                                                              |
    | A:  Check your Monument Overseer to see if "grave goods" are needed. To      |
    |     complete the monuments you need to stockpile and deliver grave goods.    |
    | Q:  The grave goods are in the storage yards. Why aren't they being          |
    |     delivered?                                                               |
    |                                                                              |
    | A:  You have to click on each grave good in the monument advisor screen and  |
    |     select all to dispatch the grave goods. You don't have to dispatch the   |
    |     grave goods all at one time. You can deliver the goods a little at time  |
    |     all the while the monuments are being built.                             |
    | Q:  What is a good ratio of Stonemason Guilds to Work Camps for building the |
    |     monuments?                                                               |
    |                                                                              |
    | A:  A good rule of thumb is 2 work camps per Stonemason Guild.   Allow extra |
    |     work camps for the flood plain farming, as you can’t assign the laborers |
    |     a specific job.                                                          |
    | Q:  I need step-by-step  monument- building instructions!                    |
    |                                                                              |
    | A:  Nuthinenkamhen from Impressions:                                         |
    |                                                                              |
    |     Monument construction is probably the single most extensive activity in  |
    |     the game, so this is where people run into a lot of problems. I've       |
    |     compiled (and will continue to update) the following list. You've        |
    |     probably checked most of these, but just to be thorough, here are the    |
    |     most common things to look if your monument construction is not          |
    |     progressing:                                                             |
    |                                                                              |
    |     Employment: Make sure your guilds and work camps are fully staffed. If   |
    |     either of these are short on labor, it will affect how fast your         |
    |     monument is built.                                                       |
    |                                                                              |
    |     Materials: Check your supply of building materials. Sometimes trade      |
    |     conditions will change during a game, which can change how much you're   |
    |     allowed to import each year. If you are providing your own building      |
    |     materials, make sure your industries are fully staffed. Wood is crucial  |
    |     to most monuments - so always make sure your carpenters have enough.     |
    |     Without wooden ramps/scaffolding to facilitate the workers and           |
    |     materials, construction will cease.                                      |
    |                                                                              |
    |     Storage: Make sure you've got some yards to store the construction       |
    |     materials!                                                               |
    |                                                                              |
    |     Stockpiling: Make sure you're not stockpiling the materials you need to  |
    |     build the monument. If you are (check your Overseer of Commerce screen), |
    |     it puts a freeze on the material(s) in question, stopping construction   |
    |     completely.                                                              |
    |                                                                              |
    |     Proximity: Keeping your storage yards, work camps, guilds, and           |
    |     construction site as close together as possible. Reducing distances      |
    |     reduces travel time, which will speed up construction. Build the         |
    |     necessary structures right across the street from your monument site if  |
    |     you can!                                                                 |
    |                                                                              |
    |     Season: If you have floodplain farms in the particular mission you are   |
    |     playing, the season will affect your monument. Laborers from work camps  |
    |     are diverted from construction to tend the floodplain farms during       |
    |     harvest time. This pause in construction can be offset somewhat by       |
    |     providing more (fully staffed) work camps.                               |
    |                                                                              |
    |     Access: Make sure all the guilds, work camps, and storage yards have     |
    |     roads access. The construction site does not need to be connected to a   |
    |     road, but there must be a path (unobstructed by buildings or terrain)    |
    |     from the road to the monument.                                           |
    |                                                                              |
    |     Grave Goods: Some monuments require burial gifts. If construction seems  |
    |     complete, but you haven't reached your monument rating, check your       |
    |     Overseer of Monuments screen to see if you need to dispatch some grave   |
    |     goods.                                                                   |
    | Q:  My ferry will only carry people one way. What's wrong? Is this a bug?    |
    |                                                                              |
    | A:  It's not a bug. To work in both directions a ferry must have access to   |
    |     labor on both sides and be fully staffed. Without labor only immigrants  |
    |     can cross, in some cases that maybe all you need. In other cases, if you |
    |     want things to go both ways-- the ferries have to be staffed.            |
    | Q:  Why won't ships stop at my dock?                                         |
    |                                                                              |
    | A:  The first thing to check is whether the dock is fully staffed and        |
    |     connected by a road to a storage yard that has the goods you want to     |
    |     trade. If your importing, you need to have a storage yard set to accept  |
    |     the goods your importing. Be sure that the accepting storage yard is     |
    |     fully staffed, too.                                                      |
    | Q:  What are "industries" and where do I put them?                           |
    |                                                                              |
    | A:  Industries are things you can make or mine. It's best to build your      |
    |     water trade import/export industries close to the docks if possible. Or  |
    |     build a dock near the industries. If it's not possible, for example, if  |
    |     you are exporting stone and the stone mines are far from any possible    |
    |     dock, then be sure to have a storage yard set to accept the export goods |
    |     close to the dock. This will allow your dockworkers to service the ships |
    |     quicker, quicker service means more trade is possible.                   |
    |                                                                              |
    |     There are several different ways to do industries. Some industrial areas |
    |     can be placed near housing blocks for the consumer goods the blocks will |
    |     need. But sure to leave space because you will have to put up statues    |
    |     and gardens to make the area desirable for housing. Another way is to    |
    |     make one central industrial area for manufacturing. In that case you     |
    |     need to be sure you have labor access for the industrial area. This can  |
    |     consist of a very small housing block since any labor will draw from the |
    |     entire city's unemployed labor pool. There will have to storage yards    |
    |     placed near to your housing blocks to hold the goods that the houses     |
    |     need to upgrade.                                                         |
    |                                                                              |
    |     List of goods needed to upgrade houses in order of use:                  |
    |                                                                              |
    |     Pottery                                                                  |
    |     Beer                                                                     |
    |     Linen                                                                    |
    |     Luxury goods (Luxury goods turns the citizens living in those houses     |
    |     into "Scribes" who don't contribute to your workforce, but pay very high |
    |     taxes).                                                                  |
    | Q:  My clay pits won't deliver to the pottery workshops. Why?                |
    |                                                                              |
    | A:  There are a couple of reasons this could happen. Check to be sure your   |
    |     pottery workshops are fully staffed and have a road connecting the clay  |
    |     pits to pottery workshops. Another cause could be a disconnected piece   |
    |     of road touching the clay pit. The cart puller is exiting on the         |
    |     disconnected piece of road thus not delivering the clay. The final thing |
    |     would be if the pottery workshop already has a full supply of clay       |
    |     --until they need more clay none will be delivered.                      |
    | Q:  My clay pits are delivering to a storage yard but the storage yard won't |
    |     deliver to the pottery workshops.                                        |
    |                                                                              |
    | A:  This problem is much the same as the question above with much the same   |
    |     solution.  Be sure of labor and road access. One other thing if the      |
    |     storage yard is accepting other goods that needs to be taken to other    |
    |     workshops the cart pusher maybe busy delivering those goods. Be sure the |
    |     finished pottery has a storage yard accepting it.                        |
    | Q:  How come the traders just pass by my storage yards and don’t buy         |
    |     anything?  Or worse, they won’t even come on to the map, I can see them  |
    |     stuck right on the edge!                                                 |
    |                                                                              |
    | A:  Traders must have a clear path to a storage yard with full labor before  |
    |     they will even come on to the map. If the storage yard with linen is     |
    |     across the Nile and the ferry they have to ride doesn’t have labor, he   |
    |     won't trade.                                                             |
    |                                                                              |
    |     When the trade caravan does enter the map, he has a storage yard picked  |
    |     out to visit. If it doesn’t have goods in excess of what you have set to |
    |     export with the Overseer of Commerce, at that moment, then he considers  |
    |     the trip a waste and passes on by. It doesn’t matter that you filled it  |
    |     up with 3 cartloads before he got to the area of the storage yard.       |
    |                                                                              |
    |     Traders can buy 800 units maximum each trip. They can buy more than one  |
    |     kind of item on each trip. The number of caravans allowed on the map at  |
    |     one time is limited, so it is more profitable to design your city so as  |
    |     to maximize the number of trips the caravans will make a year. Each city |
    |     has a trade quota that can be determined from the World Map. Cities that |
    |     have met that quota will stop trading with you until the New Year.       |
    | Q:  What kind of animals can I hunt?                                         |
    |                                                                              |
    | A:  Ostriches, waterfowl and antelope. You have to build hunting lodges to   |
    |     train hunters who then take the meat to storage yards or granaries. You  |
    |     only have one type of game in a mission.                                 |
    | Q:  Are there any other kinds of meat available to feed people?              |
    |                                                                              |
    | A:  There sure are! Other types are fish but not all rivers support fish and |
    |     you can build cattle ranches. Fishing has some special requirements. You |
    |     need to build a shipwright to build fishing boats and you have to build  |
    |     fishing wharves for the boats to bring the fish. The fishing wharves     |
    |     need direct labor access to work. The fishing boats don’t need wood like |
    |     your military ships; the shipwrights build them from materials on hand.  |
    |     Cattle ranches, where available, require direct labor access and plenty  |
    |     of straw to feed the cattle.                                             |
    | Q:  Will transport ships pick up less than of 16 soldiers?                   |
    |                                                                              |
    | A:  Yes, but... If the company you're trying to load is actively receiving   |
    |     replacements, it will not board a transport while the new soldiers are   |
    |     en route to their fort or to the rally location. Whenever the Barracks   |
    |     or Military Academy spits out a new soldier, the rest of his company has |
    |     to wait for him to arrive. For this reason, it's best not to transport   |
    |     partial companies. If you must do so, don't try to transport one that is |
    |     actively being replenished.                                              |
    | Q:  Can Hyksos Chariots be defeated on Very-Hard setting?                    |
    |                                                                              |
    | A:  Elder Pharaoh and Forum regular Grumps sent out three full-strength,     |
    |     academy trained companies (2 chariots, 1 infantry) to do battle with,    |
    |     perhaps three Hyksos chariots and maybe a water boy. His force was       |
    |     utterly destroyed                                                        |
    |                                                                              |
    |     The following is part of the reply from Nixon at Impressions:            |
    |                                                                              |
    |     Chariots are the toughest of all troop types and the Hyksos are the      |
    |     toughest of all of the enemy armies. Put together, they are very         |
    |     formidable. Increasing the difficulty with make then tougher still. But  |
    |     it is possible to defeat Hyksos Chariots on Hard and even Very Hard.     |
    |                                                                              |
    |     When I saw people having this problem I tested it on a map using the     |
    |     Very Hard difficulty setting. Now, admittedly, I played this just to     |
    |     test this one particular question. I had six legions of Chariots, all of |
    |     which were experienced and had high morale. Plus, I spent a lot of my    |
    |     time trying to get on Seth's good side (with a good amount of success).  |
    |     When a group of Hyksos chariots attacked my city, all six of my Chariots |
    |     swarmed on them and Seth bestowed one of his gifts (killing an attacking |
    |     army). Most of my troops died but I did win the battle.                  |
    |                                                                              |
    |     Remember, this is on Very Hard. Now, like I said, all of this was done   |
    |     just to test this one issue. Things might have been different if I had   |
    |     been concentrating on other goals. In the midst of a campaign with other |
    |     things going on and conditions not being optimal I'm not sure if I could |
    |     have pulled it off. But I wanted to make sure that is was possible for   |
    |     it to happen at all and not a bug.                                       |
    |                                                                              |
    |     NEW: If you've downloaded the recently released "Enhancement Pack" from  |
    |     Impressions, Hyksos Chariots and Hittite Chariots have had their hit     |
    |     points reduced to 262 on Very Hard and 260 on Hard (that should be good  |
    |     news to those of us who have yet to face them). Hyksos Chariots used to  |
    |     be 375 on Very Hard and 315 on Hard. Hittite Chariots were 330 on Very   |
    |     Hard and 275 on Hard.                                                    |
    | Q:  Trouble-Shooting & Pyramid Causeway Problems                             |
    |                                                                              |
    | A:  That covers most basic problems with monument construction. If none of   |
    |     the above applies, but construction on your monument has still ceased,   |
    |     here are some workarounds you can try:                                   |
    |                                                                              |
    |     Deleting and undoing: Try deleting (then immediately select 'undo' so    |
    |     they reappear) your guilds, work camps, or even the monument itself.     |
    |     Some players have found that this 'jumpstarts' construction.             |
    |                                                                              |
    |     Causeway: Some players have reported encountering a problem with the     |
    |     causeway in their pyramid complexes. Specifically, the section where the |
    |     causeway meets the water is not being completed. In this case, placing   |
    |     gardens on the tiles from the end of the causeway to the water should    |
    |     continue construction.                                                   |
    | Q:  The timed missions in Cleopatra are impossible!                          |
    |                                                                              |
    | A:  They are not impossible. However, some missions do require much more     |
    |     aggressive play than others do. Also, the ability to carry resources     |
    |     over can make several mission much more manageable. Lowering the         |
    |     difficulty level at the start of the mission (the Easy and Very Easy     |
    |     levels) will give you some extra time. If you run out of time you will   |
    |     be given the option to keep playing the mission on an easier level.      |
    | Q:  I can't figure out how to place a tomb in the cliffs.                    |
    |                                                                              |
    | A:  Tombs must be placed entirely within cliffs. Use the "Hide Cliffs"       |
    |     overlay in the overlay toolbar or press "H" on the keyboard. You will    |
    |     see the individual cliff tiles without the cliffs obstructing your view  |
    |     to better see where to place the tomb. Remember that the entryway to the |
    |     tomb must be on clear land with the rest of the tomb within the cliff    |
    |     tiles.                                                                   |
    | Q:  I have a storage yard full of lamps and a darkened tomb, but no lamps    |
    |     are getting delivered to the tomb. What do I do?                         |
    |                                                                              |
    | A:  First of all, make sure you have work camps in your city, as work camps  |
    |     produce "sled pullers" that cart lamps to the tombs. If you have work    |
    |     camps, make sure they are fully employed. Also keep in mind that work    |
    |     camps will send out farm workers before they send out sled pullers, so   |
    |     if there are still farms demanding labor, there will be no sled puller   |
    |     dispatched. Lastly, make sure you build work camps close enough to the   |
    |     storage yard(s) with the lamps in them so a sled puller doesn't have to  |
    |     make an all day trek just to get to them.                                |
    | Q:  Every time a sled of lamps reached a tomb, it takes months before a      |
    |     stonemason or artisan starts work on it. Why does it take so long?       |
    |                                                                              |
    | A:  Artisans and stonemasons are not dispatched to a tomb until the tomb     |
    |     receives lamps. So, it will take some time between the workers actually  |
    |     being dispatched (after the lamps have been received) and travelling a   |
    |     potentially long distance before their tasks have been carried out. To   |
    |     shorten the time between your tomb receiving lamps and your workers      |
    |     reaching the tomb, you might want to consider placing your artisan and   |
    |     stonemason guilds closer to the entrance of the tomb. Also, make sure    |
    |     the artisan's guild is stocked with clay and paint to ensure that they   |
    |     will be dispatched as soon as they are needed.                           |
    | Q:  Every time a sled of lamps reached a tomb, it takes months before a      |
    |     stonemason or artisan starts work on it. Will the lamps run out before   |
    |     the workers arrive?                                                      |
    |                                                                              |
    | A:  Each worker uses 100 lamps to finish their assigned task. Lamps are not  |
    |     used until they have been allotted to a specific worker.                 |
    | Q:  Tomb robbers keep plundering my tombs and taking the burial provisions.  |
    |     What should I do?                                                        |
    |                                                                              |
    | A:  The best way to prevent burial provisions from being stolen is to not    |
    |     dispatch them until all other requirements for the scenario are met.     |
    |     Also, you can check the "Crime" overlay in the overlay toolbar or by     |
    |     pressing "C" on the keyboard, and place police stations in the high      |
    |     crime areas. Sometimes a crime wave is a scripted event, and tomb robber |
    |     will be generated no matter what the crime level of the city is. In this |
    |     case, place a number of police stations along roads close to the tomb,   |
    |     so the police officers will pick off the tomb robbers en route to the    |
    |     tomb.                                                                    |
    | Q:  Cartloads of supplies are being delivered to my monument but the masons  |
    |     are not working.                                                         |
    |                                                                              |
    | A:  The library and Caesarium progress after every 2 deliveries of           |
    |     materials; the lighthouse progresses after every 3 deliveries. So after  |
    |     the first delivery, nothing changes. After the second (or third for the  |
    |     lighthouse) the mason goes out and pounds and carves (and then the       |
    |     status changes). Be patient and you'll be fine.                          |
    | Q:  I put all my necessary buildings next to/on Pharos Island, but I can't   |
    |     get anything delivered.                                                  |
    |                                                                              |
    | A:  Due to the lack of land, it is possible that you may have blocked the    |
    |     path workers need to get to the site. Since this is not a timed mission, |
    |     try building everything within your main city and let everyone walk      |
    |     over.                                                                    |
    | Q:  Pyramids take too long to build! Can I speed up their construction?      |
    |                                                                              |
    | A:  There is an option to allow the Gods to aid you in the construction of   |
    |     pyramids. In the Options menu select the "Pyramid Speedup" option. With  |
    |     this option selected your pyramids will occasionally be blessed by the   |
    |     gods. These blessings will instantly build a section of your pyramid.    |
    | Q:  When I go to choose a mission the game tells me to select "Begin Family  |
    |     History".                                                                |
    |                                                                              |
    | A:  You are given this notice if you are playing Cleopatra with a family     |
    |     that has not completed the entire original Pharaoh campaign. You will be |
    |     able to play any mission or campaign found in Pharaoh or Cleopatra but   |
    |     if you are new to Pharaoh or Cleopatra, it is recommended that you play  |
    |     the first campaign. This campaign is designed to gradually introduce you |
    |     to the basics of playing Pharaoh and Cleopatra.                          |
    | Q:  Which cities can carry things over and what can be carried over?         |
    |                                                                              |
    | A:  All information regarding the carryover feature is listed in the CD      |
    |     insert.                                                                  |
    | Q:  Is there any way to prevent frogs from infesting my houses?              |
    |                                                                              |
    | A:  Frogs may be blocked by any structure, such as walls.                    |
    | Q:  Is there any way to prevent my fields from be destroyed by swarms of     |
    |     locust, river turning into blood, or hailstorms?                         |
    |                                                                              |
    | A:  These events are scripted. You didn't do anything wrong, bad things just |
    |     happen sometimes….                                                       |
    | Q:  I have my Overseer of Commerce set to auto-dispatch goods when I have    |
    |     enough to comply with a request but they are not being sent out.         |
    |                                                                              |
    | A:  The auto-dispatch option will not dispatch goods that are being          |
    |     requested via an extortion.                                              |
    | Q:  How do I use the new mission editor?                                     |
    |                                                                              |
    | A:  Consult the Mission Editor Guide that is included with the install of    |
    |     Cleopatra.                                                               |
    | Q:  My boats sink as soon as they are constructed, why?                      |
    |                                                                              |
    | A:  Make sure that the dock or wharf that they are being assigned to is      |
    |     accessible. If a boat is being made for an inaccessible destination then |
    |     it will sink upon its construction.                                      |
                                  Housing Level Tables
           Name               Desire  Entertainment    Prosperity  Population
           Crude Hut            -98        0                5          5
           Sturdy Hut           -10        0               10          7
           Meager Shanty        -05        0               15          9
           Common Shanty          0        0               20         11
           Rough Cottage          4        0               25         13
           Ordinary Cottage       8       10               30         15
           Modest Homestead      12       13               35         16
           Spacious Homestead    16       16               45         17
           Modest Apartment      20       20               50         18
           Spacious Apartment    25       25               55         19
           Common Residence      32       30               60         80
           Spacious Residence    40       35               70         84
           Elegant Residence     48       40               80         88
           Fancy Residence       53       45               90         92
           Common Manor          58       50              500        100
           Spacious Manor        63       55              600        108
           Elegant Manor         68       60              700        116
           Stately Manor         74       70              800        124
           Modest Estate         80       80             1600        184
           Palatial Estate       90       90             1900        200
                                   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
        H  --  ADDED IN CLEOPATRA: Hides (or displays) cliff terrain
        L  --  Centers the view on a different military unit each time it is
               pressed, or if a company is already selected puts them in the Loose
        M  --  When you select a monument to build, its image attaches to the cursor
               and shows you how much land the monument will occupy.  Pressing "M"
               freezes the monument's footprint to that location so you can look
               around to see how it will fit.  Press "M" again to resume normally,
               or click to build the monument there, OR when a military company is
               selected issues the "mop up" command
        N  --  Orders a selected company or warship to attack any enemy
        P  --  Pauses the game, you can't build while paused
        R  --  When building a Gatehouse, Temple Complex, or Statue rotates the
               structure (to help them fit), OR if a military company is selected,
               rotates the company, OR orders a ship to return to the shipwright for
        T  --  Shows the "Risks: Problems" Overlay, OR if a military company is
               selected issues the hold ground in tight formation command
        W  --  Shows the Water Overlay, OR orders the selected ship back to its
        X  --  ADDED IN CLEOPATRA: Toggles Income Tax overlay
        Y  --  ADDED IN CLEOPATRA: Toggles the Malaria Risk overlay
        Z  --  ADDED IN CLEOPATRA: Toggles the Disease Risk overlay
      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
        Ctrl+F1 -- ADDED IN CLEOPATRA: Creates F1 bookmark at current map location
        Ctrl+F2 -- ADDED IN CLEOPATRA: Creates F2 bookmark at current map location
        Ctrl+F3 -- ADDED IN CLEOPATRA: Creates F3 bookmark at current map location
        F1 --  ADDED IN CLEOPATRA: Goes to F1 bookmark map location
        F2 --  ADDED IN CLEOPATRA: Goes to F2 bookmark map location
        F3 --  ADDED IN CLEOPATRA: Goes to F3 bookmark map location
        '  --  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)
    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.
    Bast will throw a festival for all the gods. Bast must be worshipped in the city
    for this cheat to work.
    Cat Fight
    Bast will level some of the city's best houses. Bast must be worshipped in the
    city for this cheat to work.
    Lowers your Kingdom Rating. Ra must be worshipped in the city for this cheat to
    Sun Disk
    Raises your Kingdom Rating. Ra must be worshipped in the city for this cheat to
    Life from Death
    All farms on the flood plain will harvest double after the next flood. Osiris
    must be worshipped in the city for this cheat to work.
    Farms on the flood plain will be destroyed by the next flood. Osiris must be
    worshipped in the city for this cheat to work.
    Hippo Stomp
    Sends a passel of angry hippos through your city
    Side Show
    Makes hippos...aw, heck just try it. You'll like it. (Hippos must already be
    present on the map)
    Pharaohs Tomb
    Automatically win scenario
    Fury of Seth
    Destroys all ships (including your own!)
    Treasure Chest
    1000 deben will be added to the city's treasury
    The next inundation will be better than expected. Osiris must be worshipped in
    the city for this cheat to work.
    Mummys Curse
    The next inundation will be worse than expected. Osiris must be worshiped in the
    city for this cheat to work.
    Pharaohs Glory
    The amount the city can export will increase by 50% for a year. Ra must be
    worshipped in the city for this cheat to work.
    Bird of Prey
    The city's trade partners will trade less for a year. Ra must be worshipped in
    the city for this cheat to work.
    Supreme Craftsman
    A storage yard with excess capacity will be filled with gems, clay, pottery,
    flax, linen or jewelry. Ptah must be worshipped in the city for this cheat to
    Noble Djed
    Shipwrights, weavers or jewelers will be fully stocked with raw materials. Ptah
    must be worshipped in the city for this cheat to work.
    Typhonian Relief
    Soldiers sent to distant lands will be protected. Seth must be worshipped in the
    city for this cheat to work.
    Seth Strikes
    The city's best company and their fort will be destroyed. Seth must be
    worshipped in the city for this cheat to work.
    Cat Nip
    Houses and bazaars will be filled with goods and food. Bast must be worshipped
    in the city for this cheat to work.
    Kitty Litter
    A plague will strike the city. Bast must be worshipped in the city for this
    cheat to work.
    Big Dave
    Ptah will destroy some industrial buildings. Ptah must be worshipped in the city
    for this cheat to work.
    Ptah will destroy one of your city's Storage Yard.  Ptah must be worshipped
    in the city for this cheat to work.
    Spirit of Typhon
    Seth will strike down some of the next invaders.  Seth must be worshipped in the
    city for this cheat to work.
                                 Pharaoh Manual Updates
    In some missions, particularly the early ones, new structures are introduced as
    the mission unfolds.  When something new is available, the Control Panel button
    that accesses it will flash on and off.
    Pharaoh has limits on how many buildings, walkers and point-to-point walker
    routes it can handle.  These limits are quite high, and you should never
    encounter them in the missions that we included with the game.  Some of
    Pharaoh's "Custom Missions," though, let you build much larger cities, and you
    might reach one of these memory limits if you build a city of 35,000 or more
    people.  If you do see this message, your only recourse is to resculpt your city
    for greater efficiency.  Populations in excess of 50,000 are possible if you
    build very efficiently.
    The boundary between the flood plain and dry land is steep, slippery and
    treacherous.  No one can move to or from the flood plain unless at least a small
    stretch of road spans this embankment.  You're most likely to notice this if
    troops disembark onto a flood plain, or if you notice hunters and gatherers
    skirting the boundary.
    The Help item on the game's menu bar lets you turn "Popup Messages" OFF.  This
    means that all game messages go directly to your Message box, except for a few
    that require you to make an immediate choice (like whether or not to accept a
    gift).  While turning off the popups does almost entirely eliminate
    interruptions in your game, it also puts you at considerable risk of missing
    important notices.  Use this option with extreme caution!
    The Message button on the Control Panel blinks when a new, unread message
    arrives.  It stops flashing when you click on the Message button.
    We added a button to the bottom of the Message box that deletes all opened
    messages, except those tutorial messages that are marked with a blue scroll.
    You can delete unopened or blue-scroll messages by right-clicking on them.
    Monuments have a "staging area" represented by some wooden planks on one side of
    the monument.  Don't block access to these planks while construction is
    underway!  Work will stop if workers can't reach the staging area.  If you don't
    see progress being made, right-click on the monument to find out why.  If the
    construction foreman reports that access is blocked, he's referring to this
    staging area.
    Masons and bricklayers work in pairs on pyramids and mastabas.  One sledge load
    of stone or bricks occupies two stonemasons or bricklayers, and fills in two
    sections of the pyramid or mastaba.
    The "Trader's Guide to Pharaoh's Egypt" shows that plain stone, limestone and
    bricks are needed for the brick core pyramid.  Plain stone is NOT required for
    this pyramid; only limestone and bricks are needed.
    When a transport ship is selected, pressing the "K" key orders troops to embark
    or disembark.
    Final Words...
       Sierra Studios for Pharaoh and Cleopatra
       Impressions Games for Pharaoh and Cleopatra
       Impressions Games for help with walkthroughs
       Breakaway Games for Cleopatra
       Jeff "CJayC" Veasey for hosting my FAQs
       Al Amaloo for hosting my FAQs
       Pharaoh @ Heavengames (http://pharaoh.heavengames.com)
       Sean Hurley for the tip in the Iunet walkthrough
    Online Resources:
      http://pharaoh.heavengames.com   -- the largest Pharaoh fan site on the 'Net!
      http://www.gamefaqs.com/         -- the best FAQs site on the net!
                                      PATCH PAGES
      NOTE: The Official Pharaoh website used to be listed here, but the game's
            publisher has since removed the website from the Internet.
    ASCII Art created using the Ascii Art Maker by LTS (freeware)
      You can (maybe) find it at http://www.download.com/
    This FAQ was writen entirely using the GWD Text Editor:  (shareware)
    Dan Simpson's Shameless Self Promotion:
      I have also written FAQs for:
        NES:      Disney Adventures in the Magic Kingdom
                  Final Fantasy -- Magic FAQ
                  The Legend of Zelda
        SNES:     Aerobiz
                  Aerobiz Supersonic
                  Utopia: Creation of a Nation
        Genesis:  StarFlight
        PSX:      Thousand Arms -- Walkthrough
                                -- Forging/Dating FAQ
        PS2:      Madden NFL 2001
        PC:       AD&D Rules FAQ
                  3rd Edition D&D Rules FAQ
                  Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                              NPC List
                                                              Creature List
                  Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
                                                     -- Items List
                                                     -- Class FAQ
                                                     -- Creature List
                  Civilization III (incomplete)
                  Colonization -- the Single Colony Strategy Guide
                               -- the Cheat Guide
                  Drakan: Order of the Flame
                  Dungeon Hack
                  Icewind Dale & Heart of Winter -- FAQ/Walkthrough
                                                    Items List
                                                    Kresselack's Tomb Map (JPG)
                                                    Burial Isle Map (JPG)
                                                    Shattered Hand Map (JPG)
                  Icewind Dale II                -- Items List
                  Master of Magic (revision)
                  Pharaoh (currently being edited by Red Phoenix)
                  Planescape: Torment  -- FAQ/Walkthrough
                                          Items Listing
                  Rollercoaster Tycoon
                  Sid Meier's Alpha Centauri
                  The Sims
                  Ultima 4: Quest of the Avatar
                  Ultima 7: The Black Gate
                  Ultima 7 Part 2: Serpent Isle
                  Ultima Underworld -- Keyboard Commands
                  Ultima Underworld II -- Keyboard Commands
                                       -- Spell List
      All of my FAQs can be found at:
    Version History:
    Original Version (11-29-99, 53k)
    Changes in Version 1.01 (2-28-00, 56k)
      Some small changes
      Some minor format changes
    Changes in Version 1.5 (3-28-00, 67k)
      Added the Cheats section
      Some small changes
    Changes in Version 1.59 (3-29-00, 71k)
      Added some new cheats in the Cheats section
      Some small changes
    Changes in Version 1.591 (4-26-00, ??k)
      Updated the format ever so slightly
      Some small changes
    Changes in Version 1.6  (7-14-00, 70k)
      My (Dan) last update!
    Changes in Version 2.0  (7-21-00, 98k)
      My official first update!
      Added all kinds of Frequently Asked Questions.
      Added info on the downloadable Expansion Pack.
      Added Manual Updates.
      Minor changes.
    Changes in Version 2.1  (7-27-00, 121k)
      Added more Frequently Asked Questions.
      Added the Walkthrough for "Nubt"
    Changes in Version 2.2  (7-28-00, 131k)
      Added more Frequently Asked Questions.
    Changes in Version 2.3  (7-30-00, 147k)
      Added more Frequently Asked Questions.
    Changes in Version 2.4  (7-31-00, 173k)
      Added more Frequently Asked Questions.
    Changes in Version 2.5  (8-03-00, 181k)
      Added Thinis and Perwadjyt Walkthroughs.
    Changes in Version 2.6  (8-04-00, 183k)
      Added Nekhen Walkthrough.
    Changes in Version 2.7  (8-11-00, 194k)
      Added Men-nefer Walkthrough.
      Added Timna Walkthrough.
    Changes in Version 2.8  (8-13-00, 209k)
      Added Bedhet Walkthrough.
      Added Abedju Walkthrough.
    Changes in version 2.9  (8-14-00, 223k)
      Added Tables for Abedju.
      Added Selima Oasis Walkthrough.
      Added Abu Walkthrough.
      Added Saqqara Walkthrough.
    Changes in Version 3.0  (8-20-00, 228k)
      Added Serabit Khadim Walkthrough.
      Added Meidum Walkthrough.
      Added Buhen Walkthrough.
      Added South Dashur Walkthrough.
    Changes in Version 3.1  (8-23-00, 235k)
      Added Iunet Walkthrough.
      Added On Walkthrough.
    Changes in Version 3.2  (8-27-00, 241k)
      Added Rostja Walkthrough
      Added Bahariya Oasis Walkthrough
      Added Djedu Walkthrough
    Changes in Version 3.3  (9-24-00, 278k)
      Finished Walkthroughs.
    Changes in Version 3.4  (9-27-00, 284k)
      Added tables for Abu.
    Changes in Version 3.5  (10-01-00, 283k)
      Made a few small changes.
    Changes in Version 3.6  (01-01-01, 264k)
      Made a few small changes.
    Changes in Version 4.0  (02-04-04, 274k)
      Made a few small changes.
    Changes in Version 4.1  (03-07-04, 274k)
      Made a few small changes.
    Changes in Version 4.2  (12-31-04, 316k)
      Formatting changes
      Completed Pharaoh/Cleopatra Walkthroughs
      Added additional Frequently Asked Questions
      Added new Hot Keys
      "To the marsh I march for the reeds we need."
    This Document is Copyright 1999-2004 by Dan Simpson and/or Jim Chamberlin.
    Pharaoh is Copyright 1999 by Sierra On-Line Inc.
    We aren't affiliated with Sierra, Impressions, or anyone who had anything to do
    with the creation of this game.

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