The Rio Insurrection

The Rio Insurrection is the first mission in the campaign.Electronic Arts Los Angeles, Command & Conquer 3: Kane's Wrath. Nod mission 1: "The Rio Insurrection".
==Background==
The Second Tiberium War ended with the Brotherhood of Nod's defeat and Kane's apparent death at the hands of GDI commander Michael McNeil.Westwood Studios, Command & Conquer: Tiberian Sun. GDI mission 12: "Final Conflict". Following Kane's disappearance, CABAL, Nod's artificial intelligence, launched a war of extermination against all of humanity, but was defeated by the combined forces of GDI and Nod.Westwood Studios, Command & Conquer: Tiberian Sun - Firestorm. GDI mission 9: "Core of the Problem".Westwood Studios, Command & Conquer: Tiberian Sun - Firestorm. Nod mission 9: "Core of the Problem". From CABAL's core, GDI acquired the complete Tacitus.
However, unbeknownst to the rest of the world, Kane survived, and his body was placed into one of CABAL's suspension capsules. Unfortunately for him, the Brotherhood splintered once more following its victory over CABAL, and was reduced to a shadow of its former self.
==Plot==
Kane entered a rundown computer room in an undisclosed location, half of his face still covered in cybernetics. He explained the current situation to an unseen figure, who was apparently the last battle commander loyal to him. He then ordered the mysterious Nod commander to ignite a rebellion in the slums of Rio de Janeiro, a GDI-controlled city that has been seething with discontent.
The Nod commander's forces quickly set up a base in the city and ordered his forces to destroy the GDI forces in the city and four GDI administration buildings, inspiring many groups of fanatics to join Nod. However, after all four administration buildings were destroyed, Nod forces were attacked by a Nod splinter faction led by a local warlord. The warlord taunted the Nod commander, saying that Kane was dead and that he and his men were the true heirs of Nod. Kane ordered the commander to make sure the warlord either joins or dies.
Though the warlord hid his base using disruption towers, and had multiple decoy towers throughout the city, the Nod commander still found his base and heavily damaged his construction yard, forcing him to capitulate.
During this insurrection, a Nod soldier distinguished himself in battle. This soldier would eventually earn the moniker "Legendary Insurgent" and rise through the ranks to become one of Nod's top commanders.Electronic Arts, Command & Conquer 3: Tiberium Wars. Cinematic: "Lazarus, Arise".
==Walkthrough==
(This walkthrough assumes Hard difficulty.)
Your starting position is in the middle of a crossroad, with an administration building and a radio station each to the northwest, southwest, northeast, and southeast. GDI has no production structures in the area, and do not have enough forces to threaten your base, so you can simply attack with all of your starting forces without worry.
The southwestern GDI position is the weakest, defended only by three APCs, four several rifleman squads, and four Pitbulls patrolling between it and the northwestern admin building. Destroy them with your initial forces, then capture the radio station. Do not destroy the admin building yet. There is a Tiberium spike southeast of the admin building, capture it.
The northwestern admin building and radio station are only defended by a few patrolling Pitbulls, destroy them with your militant rocket squads, then destroy the admin building and capture the radio station. There is a Tiberium spike near the admin building, capture it to boost your income.
Ignore the northeasten admin building for now: it is protected by many garrisoned grenadier squads, and you cannot destroy it now without suffering massive casualties. The northwestern radio station, however, is only defended by four rifleman squads. Kill them with raider buggies, then capture it. There is also an undefended Tiberium spike southeast of it, capture it.
The southeastern radio station and admin building is protected by three Guardian cannons and six rifleman squads. Build at least 10 militant squads and militant rocket squads, then attack it. Have the rocket squads focus on the Guardian cannons and take out the infantry with militant squads. When you attack the admin building, GDI will airdrop additional rifleman squads, missile squads, and sniper teams via V-35 Ox. However, you can simply overwhelm them with your militant squads. Once you wipe out the GDI forces, capture the radio station. There is a Tiberium spike defended by four APCs southwest of the southeastern admin building. Destroy them with attack bikes, then capture it.
After capturing all four radio stations, you will gain access to the Scorpion tank. Build around ten of them and use them to attack the northwestern admin building. Use them to force the grenadiers out of the garrisoned buildings, then simply crush them. By this point, only the southwestern admin building should be left.
Before you destroy the last admin building, take the time to build additional forces (especially Scorpion tanks) and defenses. Repair any damaged vehicles, surround the entrances to your base with Shredder turrets and Laser turrets, and leave some Scorpion tanks and militant squads in your base. You may also want to construct some turrets around a radio station: they provide ground control, so you don't need an Emissary to build near them. The bonus objective to defend the radio stations can be completed as long as one radio station remains, so you only need to concentrate your defenses around one.Before you destroy it, take the time to build additional forces (especially Scorpion tanks) and defenses.
Repair any damaged vehicles, surround the entrances to your base with Shredder turrets and Laser turrets, and leave some Scorpion tanks and militant squads in your base. You may also want to construct some turrets around the radio stations: they provide ground control, so you don't need an Emissary to build near them. However, the bonus objective to defend the radio stations can be completed as long as one radio station remains, so you only need to concentrate your defenses around one of them.
Before you destroy the last administration building, take the time to build additional forces and defenses. Surround the entrances to your base with Shredder turrets and Laser turrets, and leave some Scorpion tanks
After you destroy the last admin building (GDI will send a Bloodhounds team once it's attacked, but it will leave if the admin building is destroyed before it lands), the Nod splinter faction will reveal itself and attack your base and radio stations. Use Power signature scan as instructed to reveal their main base, which is located in the northeast. The base is defended by three Reckoner bunkers loaded with rocket squads, a Shredder turret, and a Laser turret. Destroy them with your tanks, then concentrate fire on the construction yard. Once the construction yard is damaged enough, the splinter faction leader will surrender, ending the mission.
==Trivia==
* There are four Tiberium Spikes in the area, which can be captured for additional income. Though care must be taken to protect them, since the Rio Warlord will attack them.
* There is a Subway Entrance near each administration center, they cannot be selected or destroyed, and after the nearby administration center is destroyed, several squads of Fanatics (presumably the downtrodden citizens of Rio) will emerge from them and join the Nod forces.
* Once captured, the radio stations function the same way as Voice of Kane, boosting the effectiveness of Nod infantry around them.
==Videos==
==References==