You’re standing in the middle of a jungle, sweat dripping down your tactical goggles, wondering why on earth a missing person case in a video game feels harder than actual land navigation. That’s basically the vibe of Gray Zone Warfare Lost Girl 2. It is a grind. Honestly, it’s one of those tasks that makes you want to alt-f4 and go for a walk, but the loot and the progression keep pulling you back into the humid, glitchy madness of Lamang Island.
Most people coming into this quest think it’s just another "go here, press F" mission. It isn't. Not even close. You’ve got to navigate high-threat areas, dodge AI that can seemingly see through solid concrete, and find a specific set of items that aren't exactly highlighted with a giant neon sign.
What Actually Happens in Gray Zone Warfare Lost Girl 2?
Gunny is the one breathing down your neck for this one. After you’ve done the initial legwork in the first part of the questline, he sends you back into the meat grinder. The core objective is simple on paper: find out what happened to the girl by searching the Sawmill area.
The Sawmill is a death trap. Seriously.
If you go in under-geared, the local militia will turn you into swiss cheese before you even see the first shack. This isn't just about tactical shooting; it’s about environmental storytelling that actually requires you to pay attention to your surroundings. You're looking for a specific diary and a necklace.
The Sawmill Struggle
Let’s talk about the AI for a second because it’s the biggest hurdle in completing Gray Zone Warfare Lost Girl 2 successfully. Madfinger Games has been tweaking the AI behavior, but in the Sawmill, they still tend to "snap" onto you from distances that feel a bit unfair. You’ll be creeping through the undergrowth, and suddenly, a hail of 7.62 rounds is chewing up the tree next to your head.
To find the girl's belongings, you need to head to the northern section of the Sawmill. There’s a specific office building—look for the one that looks slightly more intact than the rest of the ruins. Inside, you’ll find the Intel.
It’s tucked away. It’s small.
You’ll probably walk past it three times. Don't feel bad; everyone does.
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Navigating the Map Without Dying
Map knowledge is the difference between a successful extract and a thirty-minute walk back from the base camp. For Gray Zone Warfare Lost Girl 2, you want to approach from the west. The eastern approach is too open, leaving you exposed to snipers who love to sit on the ridges.
- Approach: High-ground flanking from the west.
- Gear: Bring at least Class 3 armor. Anything less is a suicide mission.
- Ammo: Bring more than you think. The AI in the Sawmill is "spongey" to say the least.
Honestly, the hardest part isn't even finding the items; it's getting out. Once you grab the diary, every AI in a fifty-meter radius seems to suddenly know your GPS coordinates. It’s a mad dash to the LZ. If you're playing solo, this is a nightmare. If you have a squad, have one person pull security on the perimeter while the other loots the office.
Why the "Lost Girl" Narrative Matters
While many players skip the dialogue, the lore here actually builds out the world of Lamang. It’s grim. It’s dark. It highlights the human cost of the "gray zone" conflict where PMCs (Private Military Companies) operate without oversight. You aren't just finding a lost girl; you're uncovering the fact that in a lawless zone, nobody is coming to save the civilians.
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Common Mistakes That Will Get You Tapped
Stop running. Seriously. The noise mechanics in Gray Zone Warfare are more punishing than people realize. If you sprint toward the Sawmill office, the AI hears you before they see you. Walk. Crouch. Use the foliage.
Another huge mistake? Not clearing the rooftops. There is almost always one guy with an SKS sitting on a roof who will wait until you’re mid-animation picking up the quest item to take his shot. Look up. Always.
Actionable Steps for Completion
- Stock up on meds. You will bleed. A lot. Bring bandages and a surgical kit (SURVv3 or equivalent) because getting a leg blacked out halfway through the Sawmill means you’re never making it to the extraction point.
- Verify the location. The diary is located at coordinates 141, 164 (roughly, check your in-game map orientation). It is on a desk in the back room of the main office.
- Check the floor. Sometimes items clip or are hidden under debris. If you’re in the right room but don't see the prompt, crouch and look under the furniture.
- Wait for the extract. Don't call the helicopter until you are 100 meters away from the LZ. Calling it early just alerts everyone in the area that a juicy PMC is waiting for a ride home.
- Turn it in immediately. Don't go hunting for more loot once you have the diary. The "Lost Girl 2" items are quest-specific; if you die, you have to start the whole trek over again. Go straight to Gunny.
The rewards for completing this are a decent chunk of XP and some reputation with Gunny, which you desperately need to unlock better attachments and ammunition types later in the game. It’s a hurdle, but once it’s done, you never have to look at that miserable Sawmill office again. At least until the next patch.