Where are the Silksong flea locations? Operating as Silksong's grub-equivalent, the canine-like fleas are scattered throughout Pharloom. Mimicking the first game, your job is to round up all of the fleas and return them to the Fleamaster's caravan as part of The Lost Fleas wish quest.
In Hollow Knight Silksong, you'll liberate a total of 30 fleas, taking you from Bone Bottom all the way to one of the game's far reaches. Though we'd always recommend keeping an eye out for the lil awoo'ing homies as you go, it'll be easier to go back and hoover up the remnants once you've unlocked all of Silksong's movement tech, including the double jump and wall jump, as well as all of the Bellways that punctuate the Silksong map. If you've missed a few on Hornet's journey, don't worry, as the list of lost fleas below will keep you on track.
Hollow Knight Silksong flea locations
Here's where to find all 30 Silksong fleas:
Flea 1: The Marrow
The first flea you'll likely come across is found in The Marrow. Simply follow the room's upper path, navigating the crumbling platforms until you reach the flea stuck in some vines.
Flea 2: Deep Docks
The second flea on the list requires Swift Step to access. Fortunately, you gain the means to dash right before you come across it. Once in the area, hit one of the levers on the left-hand side, lowering a block you can scale, before dashing up and across to the flea.
Flea 3: Deep Docks
As with the previous flea, you'll need Swift Step to navigate the falling lava as you make your way up to this one. Head left through the hidden passage next to the Bellway station to reach the area.
Flea 4: Deep Docks
You won't be able to reach the third flea in the Deep Docks until you have unlocked the Clawline, and have a Simple Key to hand to access the area. Clear the nearby arena encounter and proceed to find the flea.
Flea 5: Far Fields
The next flea up is tucked away in Far Fields. To reach it, you can either loop up and over after reaching the area from Deep Docks for the first time, double back on yourself after embracing the safety of Pilgrim's Rest, or head due west from the Bellway if you're further ahead on your journey.
Flea 6: Far Fields
The second Far Fields flea requires both the Drifter's Cloak and Cling Grip to reach. Hit the explosive rock to the right of the Far Fields Bellway, then follow the path up to the flea.
Flea 7: Greymoor
The first Greymoor Flea is a named NPC called Kratt, who will open up his spa service to you at the caravan after freeing him. Simply break the wall
Flea 8: Greymoor
To reach the next flea, you'll need to travel all the way to the far east of Greymoor, into Craw Lake. Make your way up the vast, vertical area before floating down to the right into the marked area. Here you'll find a flea trapped in a container.
Flea 9: Greymoor
The next flea is considerably easier to reach if you already have the Clawline and Faydown Cloak, but you're essentially taking the route up and over the top of Greymoor, before coming down into the top of the tower where the flea sits waiting for rescue.
Flea 10: Bellhart
Flea ten can be recovered from the tunnels above Bellhart. We accessed this area from Shellwood, opening up a hidden path before heading up. You'll need Cling Grip for this one, though you should have it unlocked by this point.
Flea 11: Shellwood
The Shellwood flea is a prickly customer, requiring you to navigate spitter plants and some floral pogo'ing. Head east from the bench connecting Shellwood and Moss Grotto, out into the large vertical tube. Now, hugging the left side up, pogo your way to the top, before coming down the right-hand side, taking care to dodge the plants.
Flea 12: Wormways
If you've shot out of the west side of Shellwood, or are on the hunt for the Wanderer Crest coming out of Moss Home, you'll likely find yourself in the Wormways. All you have to do for this one is head down the right side of the central shaft and knock out the wall to reveal a secret area. Follow it, and the flea is yours.
Flea 13: Hunter's March
While it's tempting to trek through Hunter's March as soon as you find it, we'd actually recommend skipping it until you've unlocked Cling Grip, and one of the Silksong crests that gives the classic pogo, to make life easier. Upon entering from The Marrow, stick to the left-hand wall, pogo'ing up the plants as you go. Upon reaching the top of the marked area, you'll find a caged flea.
Flea 14: The Slab
If you've gone and gotten yourself locked up in The Slab, now's the perfect time to scoop up another flea. After retrieving your gear and the Key of Heretic, head left from the bottom of the area with the two unlockable brass floor shaft doors. Continue past the Guardfly and enter the interactable door that sits in the background of the terrain. You'll find the flea trapped in a cage.
Flea 15: The Slab
The second flea you'll find in The Slab requires the Faydown Cloak to reach. Double jump up into the opening above the bench shown, and you'll find the flea.
Flea 16: Sinner's Road
Sinner's Road is not for the faint-hearted, and represents one of the more challenging areas accessible in the first act. However, if you do make your way through the region, you'll get to save yet another flea.
Flea 17: Bilewater
If you've decided to embark on the alternate route to the end of Silksong's first act (you really are the Pale King's strongest soldier), then you'll next encounter a flea in Bilewater. Before you can free it, though, you'll have to dispatch two thieving vulpine enemies. Hold onto those Rosaries.
Flea 18: Bilewater
Bilewater's second flea can be found near its secret bench, at the end of a hidden area that's riddled with traps. Be careful.
Flea 19: Exhaust Organ
If you've made your way through the Mist into Exhaust Organ, you'll be able to find the next flea in a hidden room up on the left hand side of the area.
Flea 20: Blasted Steps
If you opted to ignore the currently-optional areas (Hunter's March, Wormways, and The Slab), and take the intended narrative path after Bellhart and Shellwood, you'll find yourself in the Blasted Steps. Though it looks like quite the slog to reach this flea, it's not bad at all considering there's a bench on the left side of the T-section (the right leads to the Last Judge boss fight).
And those are the Hollow Knight Silksong lost fleas we've discovered so far. It's best to turn them in to the Fleamaster every time you reach a new milestone, as the caravan will move to a new location that's closer to where you currently are in the narrative, giving you a safe place to rest.
Flea 21: Underworks
You won't be able to reach the Underworks flea until you've opened up access to the eastern side of the region. Here, simply head down to the bottom of the vertical chamber, then hook a left into the flea room.
Flea 22: Mount Fay
Though it may be tempting to go for the Mount Fay flea en route to getting the Faydown Cloak, we'd actually advise against it. On your first trip up the mountain, you're constantly battling the cold, which can easily kill you. Instead, grab the cloak (this grants you immunity from the frigid elements) and head back to the easily-missed ceiling shaft. Break your way up through the ice, and free the flea.
Flea 23: Whispering Vaults
You'll need the Clawline to navigate your way through the Whispering Vaults, as well as a bit of puzzle-solving nous as you push its myriad blocks into position. You'll have to do the same to reach this flea.
Flea 24: Songclave
Though Flea 24's in Songclave, you will need to make your way through the Whispering Vaults to reach it. This also means you'll need the Clawline. Head up and out of the right side exit up to Songclave from the vaults, then scale up to the flea.
Flea 25: Memorium
The next flea is a rather large ball of fluff indeed. Caged up in the rafters of Memorium, getting up to it is an easy enough task. However, once freed, the flea will share in its joy forcefully, so prepare to give it a good thwacking.
Flea 26: Putrified Ducts
After moving the caravan to Fleatopia in the Putrified Ducts, the Fleamaster will mention a warrior flea who's out on a mission. This is Vog, who can be found up in the Putrified Ducts. Though getting sucked up by the trap plants is typically not ideal, you'll need to get caught to access the hidden area they currently reside in.
Flea 27: Choral Chambers
While you reach the Choral Chambers early in Act 2, you won't be able to explore this part of it until after you've defeated the Cogwork Dancers. As you explore this area, head into one of the adjoining rooms to the left-most vertical segment, and navigate the platforming challenge to reach the flea.
Flea 28: Choral Chambers
There are two breakable walls involved with this next flea. Firstly, open up the wall at the bottom of the tall tube housing the flea to turn on the fan. Then, head back out and roughly halfway up to find the other wall that, once broken, will let you take a leisurely current ride up to the flea.
Flea 29: Wisp Thicket
The next flea may be found in the Underworks, but you'll need to traverse the Wisp Thicket to make it there. To get into Wisp Thicket, you'll need to double jump up from just above where you found the third flea in Greymoor. Grab the bench, then head west and north. Upon re-entering the Underworks, you'll have to navigate some revolving sawblocks to reach the flea.
Flea 30: Sands of Karak
The final flea can be found in the Sands of Karak. As you platform across the room, keep an eye out for a breakable wall that will lead to the flea.
And that's where to find all 30 Silksong fleas. If you're on the hunt for more unlockable goodies, check out all the Silksong Simple Key and door locations, as well as where to find the Key of Apostate if you're wondering where The Slab's final trinket is.























































































































