What You Sow is a short Mudd mission that plays out almost entirely in Seevor. You answer a distress call, pick Mudd up, then fight the Mutineer before heading home. Warp 20 gets you out there, the one fight sits at roughly 133,000 strength, and the payout is 1,228,000 Parsteel and 181,000 Tritanium.
What You Sow objectives
Four objectives, in this order. There is no choice split, and only one of them involves combat.
- Respond to the distress signal. Location: Seevor.
- Pick up Mudd. Location: Seevor.
- Defeat the Mutineer. Location: Seevor. Enemy strength around 133,290.
- Return to your station.
The first three objectives all sit in Seevor, so once you arrive you clear them without jumping again. The fourth is a trip back to your own station and asks nothing of you beyond the travel time.
Where and what warp
Warp 1 to start, warp 20 to complete. The low starting number is misleading: you can accept the mission almost immediately, but every objective that matters waits at the end of a warp 20 jump.
Seevor holds the whole mission apart from the ride home, so there is no route to plan and no second system to reach. If your warp research falls short of 20, take the mission anyway and leave it in your log until your range catches up. Nothing expires.
What You Sow rewards
1,228,000 Parsteel and 181,000 Tritanium. Clearing it also opens the next mission in the line.
For a mission with a single fight in it, that is a heavy resource drop, and Parsteel makes up most of it. Run this one when a building queue or a ship upgrade has emptied your stores rather than when you are already sitting near your storage cap.
Tips
Sort out warp 20 before you commit to the trip. Everything in the mission is gated on reaching Seevor, and there is no partial credit for getting halfway.
Bring a combat ship, not a miner. The Mutineer is around 133,290 strength, which is well past what a survey or mining hull survives. Crew a proper battleship or explorer for it and repair before you leave, because Seevor is a long way from your repair dock and a damaged ship that loses the fight costs you the whole trip.
Handle all three Seevor objectives in one visit. The distress signal, the pickup, and the fight happen in the same system, so a single jump out covers the mission and the return leg is the only other move you make.
Have somewhere to put the payout. Over 1.2 million Parsteel arrives at once, and whatever sits above your warehouse protection is raidable. Line up a build or an upgrade to spend it into before you finish the last objective.
Watch who else is in the system. There is nothing in the mission that forces a fight beyond the Mutineer, but the warp 20 band is well travelled, and losing your ship to another player on the way out means repairing and making the jump again.

