Lost Fleas Guide: Interactive Finds in Hollow Knight: Silksong’s Pharloom
Hollow Knight: Silksong’s Lost Fleas return as a collectible side activity, packed with small, adorable critters you can rescue while exploring the Kingdom of Pharloom. Like the first game’s missing grub hunts, these finds are tracked and rewarded as you progress through the world—and many of them are tucked away in spots that genuinely test your movement and navigation.
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Hollow Knight: Silksong includes a set of missing, adorable critters you can track down for rescue as you roam Pharloom in support of The Lost Fleas wish. Every critter you recover adds to your progress and increases what you’ll get out of the hunt.
This time, you’re not collecting grubs. Instead, you’ll need to locate 30 Lost Fleas to bring back to the Fleamaster’s traveling caravan as part of The Lost Fleas Wish Sidequest. The quest is structured in batches: for every group of 5 Lost Fleas you find across Pharloom (using their dog-like whines and barks as a guide), you unlock a fresh reward. Many Lost Fleas are hidden in inconvenient corners, and some require abilities you may not have right away when you arrive in a region.
How to Start the Lost Flea Quest
When you first enter the Marrow zone after passing the town of Bone Bottom, push all the way to the right until you reach a big lava-filled chamber. Climb up to the top right portion. In the room above, you’ll spot a sign marked with a shaggy Flea symbol, with an arrow pointing left toward the Caravan. Talk to Fleamaster Mooshka to begin The Lost Fleas Wish, where you’ll rescue them in groups of 5. Click or tap here to jump to the rewards for finding fleas.
Vog, the Lost Flea Tracker
One of the Lost Fleas is a special Warrior Flea called Vog. Once you locate and meet them, Vog can sell maps that mark the positions of other Lost Fleas directly on your own map. Getting to Vog is a commitment, though: the location is high in the Putrified Ducts, northeast of the Citadel.
After speaking with Vog, they will link up with the Caravan and start selling map coverage for any areas where you haven’t yet found every Lost Flea.
To see the positions of all Lost Fleas (including Vog), check the list below.
Silksong Lost Fleas Map and By Region
Even if earlier areas contain multiple Lost Fleas, you won’t be able to rescue every one until you unlock certain skills. Click a region name below to jump to a section describing how to get the fleas. Each Flea is numbered within its region section for tracking, though the order you obtain them in can vary—as long as you already have the required skills and abilities.
The Marrow Lost Flea Location
There is only 1 Lost Flea in The Marrow region of Pharloom.
- Required Abilities: None
After defeating the Bell Beast in The Marrow, you can find this Flea. From the Bell Beast arena, go right until you pass the chamber with the bench and bell. In the next area, move to the right side and climb the platforms until they carry you out of the room.
At that point, you should be in a big space packed with spikes and crumbling platforms.
Go left carefully across the platforms until you reach the left side, then double back and climb until you’re at the top of the room.
Now head right. Look downward and jump onto the crumbling platform below, then jump to the right to reach a Flea trapped behind brambles. Attack the brambles to free the creature and move your quest forward.
Deep Docks Lost Flea Locations
There are 3 Lost Fleas in the Deep Docks region.
Deep Docks Lost Flea 1 Location
- Required Skills: None
This Flea is pretty straightforward once you know what to look for. Start by entering the Deep Docks from The Marrow.
From there, travel right past the bench room until you reach a tall chamber with platforms that lead up and down. Jump down one level, turn left, and enter the door beneath.
Proceed through the next room until you reach the Bellway station. Instead of summoning the Bell Beast, attack the far-left wall to reveal a hidden passage.
In this new room, you’ll need to time your jumps carefully to avoid taking hits from the lava hazards.
Push all the way left, then follow the platforms upward and to the right.
You’ll find the Flea on a platform above the entrance. To reach the entrance safely, strike the right side of the Flea’s platform to open a small shortcut into the room.
Deep Docks Lost Flea 2 Location
- Required Skill: Swift Step
This Flea is located in the same room where you’ll pick up the Swift Step Weaver’s Skill during the main story.
To reach it, travel upward through the Deep Docks, dip into the Hunter’s March area, and then come back down to the long chamber where you obtain the skill.
Once you get the dash ability, test it. Hold RT/R2 and use the dash to vault along the high platforms heading left from the Weaver altar. This path ends at a ledge with a lever. Attack the lever to drop a large platform from above.
With the platform lowered, you can use your dash-jump to vault from the new platform up to the higher ledge on the left. Keep in mind that Swift Step can also be used to dash a short distance while airborne—something you can do while jumping toward the upper right platform. That’s where you’ll find the Lost Flea trapped inside a cocoon that you can break open.
Deep Docks Lost Flea 3 Location
- Requirement: Clawline, Simple Key
The third Deep Docks Lost Flea is deeper in the region, past a locked door that can only be opened using one of four Simple Keys scattered throughout Pharloom. You’ll also need Clawline from the Underworks’ Cauldron to get far enough into this section.
The locked door is located in the lower part of the Deep Docks, on the platform beneath the Forgedaughter. To reach it, you must defeat a gauntlet of enemies to pass. Beyond the door is a small lava pit; you can use Swift Step to air-dash over and reach the entrance.
Work your way to the farthest chamber and climb down the hanging ore buckets to reach the bottom floor. There, you’ll find a sealed gate and a ring you can grab with Clawline, opening the route forward.
Go down into the room below. More hanging ore buckets descend toward a lake of lava. Move carefully to the left to trigger a Flintflame Flyer encounter, then look for a string of rings beyond it. Latch onto the rings and climb up to a high platform.
From the far side of the platform, zip to the next ring using Clawline, then jump left to climb up to a high ledge. Be prepared—you’re about to face a difficult fight.
In the next chamber, you’ll go up against a massive gauntlet of Deep Docks workers, including many Flintflame Fliers. You can either eliminate them quickly or, if you’re confident with evasive play, lure them into fighting their allies before dealing with them yourself:
- 1 Filntstone Flyer, 1 Smelt Shoveller, 1 Smokerock Sifter
- 1 Flintflame Flyer
- 1 Deep Diver, 1 Smokerock Sifter, 1 Flintstone Flyer
- 2 Flintflame Flyer
Once the gauntlet is handled, move right to open a shortcut back the way you came. Before leaving, look up to the left for a ledge leading to an upper passage.
At the end of the verdant hall, you’ll find a single Lost Flea asleep and waiting for rescue.
Hunter’s March Lost Flea Location
There is only 1 Lost Flea in The Hunter’s March region of Pharloom.
- Required Skill: Swift Step (Recommended)
You can locate this Lost Flea in the optional zone of Hunter’s March, which is accessible via an entrance on the upper right side of Marrow. Start from the bench inside the prison room (where you can find Grindle). From there, search for a path directly above that runs to the right.
Keep in mind that to enter Hunter’s March, you must defeat a tough Skull Ant miniboss. Because it can be brutal if you try it early, it’s strongly recommended you pick up the Swift Step upgrade in Deep Docks first.
After defeating the miniboss, go right into the proper area. You’ll find a tall room full of red spikes and red pincushion platforms that you can bounce off using a downward dive attack.
Once you pass the second set of red objects and reach a landing, the path to the right will take you deeper. Instead, aim to dive attack and rebound upward directly. Clear the flying enemies before continuing, then carefully bounce between rising pincushions to reach an upper-right ledge where the Lost Flea is caged.
Far Fields Lost Flea Locations
Far Fields has two Lost Fleas. One can be recovered during your first run through the area, while the second becomes available only after you’ve pushed through Shellwood.
Far Fields Lost Flea 1 Location
Start from Pilgrim’s Rest and head left, exiting the area. Your objective is to reach a room on the top left side of Far Fields’ extremely tall chamber.
You can also enter from the lower right side by using the room with the Far Fields Bellway Station. Either entrance leads you up toward the same target room.
As soon as you step in, you’ll see a cliff with red thorns below. Jump across them, staying aware of the flying threat, and land on the left platform where an ant warrior patrols. Fight it if you want, or dodge its moves and drop down to the next ledge.
After dropping down, you’ll notice another descent to a new space. There isn’t much else to explore there, but for the flea, you’ll need to drop into the tunnel. Once below, keep moving down the platforms, keeping right.
After a few platform jumps, a large platform appears on the left. Ignore it and drop down again. When you spot the curved wall that opens into another path, hop right—this should bring you close to the Flea. Walk through while watching for a circular platform just before the caged flea.
Stepping on that circle triggers a trap that cages you with an ant warrior. The enemy emerges shortly after. Hit the cage a few times to break free and defeat the attacker. You can free the flea by striking its cage as well.
Far Fields Lost Flea 2 Location
- Required Skills: Swift Step, Cling Grip
This Flea is hidden behind a secret room inside the Far Fields Bellway Station. Once you’ve unlocked Cling Grip in Shellwood and are ready to rescue the Flea, return to the Far Fields Bellway. Drop into the bells with the Bell Beast, then move right beneath the far-right ledge. This opens into a secret space with a blocked wind tunnel. Break the rock blocking the wind, and be careful—the explosion can hurt you.
With the blockage removed, take the wind upward and scale the walls across the rest of the route. Watch out for a Vicious Caranid near the top as you travel right over two platforms. When you reach the third platform, go down and avoid the spike lines along the wall edges.
Before leaving, destroy the rock blocking the wind tunnel again so you can return later. Continue right and defeat the two Caranid. Then open the path in the floor that leads back down to the Seamstress’ area.
A Safe Starting Point
From Miranda, Collectibles Contributor 🐻
If you’re comfortable with platforming, you don’t need to do this, but it’s still a good idea to drop down and sit at the bench in the Seamstress’ workshop. It’s a safer, simpler way back into the start of this dangerous stretch than risking a return where you might have to deal with two or three Vicious Caranid along the way from the Bellway Bench.
On the way back up, you can also farm silk from the enemy up and to the left to make sure you have enough for at least one Thread Storm.
Now for the main test. You’ll face a winding route of red flower pogo nodes, air vents, and almost everything lined with red thorns. If you spawned into the room after sitting elsewhere, you can ignore the first two Caranid. Take the vent up and move to the right. When you cross the thorn hill, the Vicious Caranid you’re chasing may kill itself on the spikes—timing helps.
We had the best results by gliding and pogoing off the second red bud, then gliding to an air vent.
Drop to the right side and continue gliding to the next air vent on the far right. At the top, you’ll get a short breather on a platform with another vent and a Skarr Scout that’s distracted.
You can walk right past the scout or use it to farm silk. When you’re ready, take the vent upward and land on another platform. This one contains a harmless enemy that mostly avoids you—again, it’s good for thread farming. The next part is where things get rough.
Destroy the rock blocking the floating vent when you’re ready, and then get out of the way of the blast. Ride the current upward, and if you have it, use Thread Storm (or other attacks) to eliminate the Vicious Caranid floating around. From there, it’s a good plan to rely on the basic enemies you’ve been using as silk farms if you need healing before the next segment.
🐻Tip from Editor Miranda
If you’re playing on a system where controller control makes platforming tougher (the Switch, if you know, you know), or if your pogo and jump accuracy isn’t as consistent, this platform before the jumping/gliding portion can offer a weird opportunity: you can intentionally die here and get a better shot on your next attempt.
If you only have one health mask left and you’re not confident, we recommend bopping yourself on the spikes at this safe platform to create a cocoon.
That way, when you return to this same spot in the platforming challenge, you can use the enemies on the way up to farm enough to heal. The cocoon then gives you a free second heal, letting you treat this run like a pseudo save state. In practice, you’ll get more chances from this section than if you restarted sooner from the bench, using the cocoon’s safety net.
Once the Vicious Caranid are dealt with, use the vent to glide upward, then use the red buds to pogo across the spikes (it’s okay if you skip the second bud and glide straight over). Drift down carefully—aim to go straight down and avoid swerving, or you’ll clip the spiked walls. At the bottom, you’ll spot another red bud. Use it to go up and left toward the opening on the wall. We found we could safely make two short jumps there.
After those two jumps on the left, move across to the small space on the right and bounce over into the left side of the passage, then glide down. You don’t have to touch the far-left wall even if it looks safe.
Float downward carefully, and use the lower edge of the left wall to guide your movement as you transition further left. You’ll see a bare patch in the thorns, signaling it’s time to move so you can reach the vent further left.
This next area feels like the final hurdle before you can relax. Glide into the vent and carefully use the wall to jump higher, basically repeating what you did earlier. In my run, I could safely do two short hops off the lower left wall, plus one short jump on the higher right wall.
More than one shallow jump on the higher right wall risks hitting ceiling spikes. Take your time—you can do it. If you’re close but struggling with the last stretch, consider using the pseudo save approach above for a few more tries. From there, glide over and down to another sealed vent. Hit it, then hide in the short alcove on the right to avoid the blast.
You’re almost done. Take the vent up into a new room with no red spikes. Head right and climb the raised step. If you need silk, hit the spools you find.
Use the walls to bounce up and around, and you’ll finally reach the second Lost Flea in Far Fields. Congratulations! Approach it to give it courage so it flies away—if only Hornet could leave an area that easily.
You can exit by returning the way you came (yeah, uh) or by hopping down and heading left through the corridor. Be careful—there’s a raging beetle at the end of the route. Your goal is to dodge it and pull the lever to open the door, releasing it and sending you back toward the Pilgrim’s Rest area. Far Fields Lost Flea 2
Greymoor Lost Flea Locations
Greymoor contains three Lost Fleas. As with other regions, you can rescue them in any order, but they’re numbered here for tracking purposes.
Greymoor Lost Flea 1 Location
- Required Skills: Cling Grip
The best bench for this one is in Greymoor’s Halfway Home if you don’t have other benches unlocked in Greymoor. While you can technically clear this without Cling Grip, having it makes traversal and reattempts faster. If you’ve already beaten Tap to Reveal, you can skip much of the setup for this Flea.
From the Far Fields emergence point in Greymoor, go right through the first door and drop into the room with Shakra’s camp. Keep moving right, floating up and dropping down from the ledges. You’ll need to swim past a gap and continue right. If you haven’t dealt with the bird enemies yet (the Craw), it’s recommended to clear the two Craw in this room and any you encounter on the way to your real destination: Craw Lake.
Once you arrive at Craw Lake, you’ll enter a very vertical side area. To explore further, you must handle a challenge inside the building sitting in the middle of the lake. On your way across, two Craw will try to attack. The gate to the building is locked on the ground floor, but you can jump up using ledges to fight another Craw type called Tallcraw on the second floor. Alternatively, swim directly under the building and hop up to the platform to unlock the gate. If you haven’t fought Tallcraw much yet, practicing before committing is a smart move.
When you’re ready, enter the building. If you’re not fully confident in the fight you’re about to take, consider leaving the hanging rosary pickups for later, especially since there are quite a few here. After you drop down, it’s either a clean win or a quick death. Still, drop down while keeping left—this lets you land slightly higher than the two small ground patrol enemies. In the bottom of the big room, you’ll find two Mites. You can ignore them or defeat them to build up Silk.
When you’re set, climb the platforms along the right side of the room. At the top, you’ll see the arena you’re here for. Walk forward and the gate closes, forcing you to survive four waves:
- Round 1: 1 Craw and 1 Squatcraw
- Round 2: 2 Craw
- Round 3: 1 Craw and 1 Tallcraw
- Round 4: 3 Craw
- Round 5: 1 Squatcraw and 1 Tallcraw
Once you clear the challenge, a ball appears that you must use to reach the next room above. Hit the switch there, and something loud happens (the Craw Lake has changed). After that, you can return the way you came, grabbing any rosary you missed using balloon chains that appear around the building.
Now you can focus on the rescue. Bounce up to the roof of the building and defeat the Squatcraw that’s now up there. All around the space are balloon chains that make ascending the vertical chamber much easier. Use the ones on the left side first, then pogo to the large balloon on the right side of the chain. That large balloon is near a ledge you’ll need to glide toward.
From the ledge, fight the Tallcraw. Then drop through the gap on the right, hugging the wall, and defeat the Mite at the bottom.
With the area cleared, hop up and free the Flea by hitting its enclosure. To leave this side area, use the lever to drop down.
Greymoor Lost Flea 2 Location (Kratt)
- Requirements: Cling Grip
In Greymoor, you can unlock an elevator that leads to the upper area above Halfway Home. The steps are detailed in the box below; if you want to skip ahead, jump directly here to find the special Flea’s location.
Getting the Halfway Home Elevator
From Halfway Home, go left through two rooms toward the tall mill-like chamber patrolled by Silk Snippers. Climb your way up, and after you pass the platforms surrounded by two spinning spike wheels, go right and use Cling Grip to scale the wall upward.
Move right into the next room and deal with (or sprint past) the Thread Raker on this higher level. In the following room, cross the gap again and follow the sign toward the elevator.
One more room over, you’ll be above Halfway Home. Activate the elevator by standing on the button. If needed, take a quick rest back at Halfway Home.
Ride the elevator above Halfway Home and hop onto the top for extra height. Then jump right, continuing up the platforms and pogoing upward using a balloon. Watch out for two Fluttermite that patrol the area.
Keep moving up and right until you reach a larger platform. Go all the way right until you’re close to the wall shown below. Two empty silk spools sit beside it. Strike the wall several times to reveal a secret trail, then move through.
Walk forward a little, then use Cling Grip to climb to the open section above. It’s tucked slightly into the shadows. Continue all the way to the right.
At the end of the path, you’ll find a distressed Flea wrapped in silk. Hit it a few times to free it, then speak with it. The Flea, Kratt, thanks you and asks you to find them at the Flea Caravan.
Greymoor Lost Flea 3 Location
- Required Skills: Faydown Cloak
The last of the three Greymoor Lost Fleas can only be obtained after substantial progress into Act 2. You’ll need to find Clawline in the Underworks’ Cauldron and use it to reach the Faydown Cloak sitting atop Mount Fay.
Once you have double jump, return to Greymoor and climb up the right-most mill building beside Halfway Home. From there, you can jump up to hit a lever that activates a fan above the doorway leading to the lift down to Halfway Home. Then use your Drifter’s Cloak to float upward.
When you reach the first stable platform, defeat the enemy there and activate the next fan. Use it to float up through the spinning spikes to a ledge on which there’s an exit on the left.
Now you’re outside on spike-covered rooftops between the two mills. Use the small balloons to bounce your way left, then upward to a large wall panel on the left that leads into a grassy passageway.
You’ll be just under the entrance to the Wisp Thicket, but the route will send you back down into another spike-lined area. Drop down along the platforms to reach the rooftop entrance of the western mill. Inside the attic, a Lost Flea is napping—waiting for rescue.
Shellwood Lost Flea Location
Shellwood has only one Flea. You’ll probably hear it calling while traveling through the thorny areas. In the room just west of where you meet Shakra—before reaching the bench room—start climbing the tall vertical space. Bounce up using the white flowers with downward strikes, and you can spot the Flea on the far side of a wall. Be careful to bait out the enemies disguised as flowers.
Once you reach the top and jump over the thorny wall, carefully descend down the right side of the vertical room. Watch for more flower enemies that fire three projectiles in quick bursts. Use Tools or quick strikes between volleys until you can reach the lowest platform where the Flea is tangled in vines.
Bellhart Lost Flea Location
- Requirements: Cling Grip
Bellhart has only one Flea, hidden in the bell passageway above the settlement. It’s very easy to miss since you can’t hear its whimpering over the rattling bells and the movement of nearby passage critters. To reach it, begin in Shellwood and take the Shellwood route that leads to the upper passages above Bellhart—even above the Bellhart boss’ lair. The starting point is shown on the map image if you begin from the bench and take the elevator upward.
From there, head right into the dark bell corridor until the first drop. Wait for the Winged Furm to pass, or defeat it for some free silk. Hop against the back wall, climb up a short distance, and then hop left.
A Furm patrols near the end of this short platform. Kill it or dash past it to the left, but be careful when crossing to the next platform—bells drop from the ceiling. After you hop across, you’ll see a flea struggling inside the wall. As always, hit it to set it free.
Wormways Lost Flea Location
- Recommended Skills: Cling Grip, Simple Key (Optional)
The Wormways contain a single Lost Flea in a secret room. You can reach it in two ways depending on what you’ve collected. If you have Cling Grip, you can also use a Simple Key to unlock the path into the Wormways (located opposite the Mosshome area), then use Cling Grip to move upward and right into a large vertical room.
There’s a simpler route too: go through Shellwood. Head to the far western edge of the region and exit into a big vertical shaft. Dash across the platforms to reach the left side and find another upper entrance into the Wormways.
From there, drop down through the route while dodging burrowing worms (you’ll also meet Shakra). After that, go left into the large vertical room.
Just above a lever that opens a path down to a locked door, check the base of the vertical room on the right. Slash the rock wall to reveal a secret passage leading right.
Inside, you’ll find a Lost Flea getting harassed by a flying bug in a room filled with more Haunted Pilgrims!
Sinner’s Road Lost Flea Location
- Required Skills: Cling Grip
Sinner’s Road has one optional Lost Flea high above Greymoor’s Halfway Home, reachable using Cling Grip.
From the bench room, go up through the long vertical chamber to platforms across spike traps at the top. There, you’ll find a trap door leading to a room above.
In this vertical room, head east. Move right across swinging spike traps and over upper platforms guarded by the large Roachkeepers. Once you reach the lever, use it to exit the room.
You’ll enter another long vertical room, with a right-side breakable wall that leads to Bilewater. Instead of entering that, drop down to find a large broken cage sticking out of the wall on the right.
Inside is a dark room full of cages, including a Roach guarding a Lost Flea on the right inside another cage. Break it open to rescue the Flea.
There are 3 Lost Fleas in the Bilewater region.
Bilewater Lost Flea 1 Location
- Required Skill: Cling Grip
This is one of three Lost Fleas in the huge Bilewater region. It’s among the earliest you can find there and only requires Cling Grip to reach.
This Flea is located closest to the entrance that connects to the eastern side of Sinner’s Road, reachable by traveling through a few halls to the right.
Once you reach a vertical shaft, climb up by jumping and dashing to the shaft walls, then wall-jumping your way upward. Watch out for several Squits that can crawl or fly. You can also use hanging platforms in the middle to create space for dodges.
About halfway up, look for a left-side alcove and strike the wall to reveal a hidden room. Inside, climb up the wall with Cling Grip to find a Lost Flea being attacked by Snitchflies. These enemies lunge rapidly; if they grab you, they tear Rosaries out of your pockets and dive after them. Defeat them all and the Lost Flea will be rescued.
Bilewater Lost Flea 2 Location
This Lost Flea is one of three found in Bilewater’s poison muck sprawl. It can be found around the Exhaust Organ, but that area is only reachable by traveling through The Mist.
To get through The Mist, you’ll need to reach the top of Sinner’s Road. Then either find a secret entrance on the upper west side of the region, or travel east and upward through Bilewater’s lower area to find another Mist entrance left of the Bellway.
Once you enter the Exhaust Organ, move through the winding steam vent corridors until you can dislodge a stuck lift and drop it into the building’s main atrium.
If you climb up from the lift’s original location, you can go left to find a free silk spool. There’s also a secret here: keep walking left through the curtains along the wall to find a passage that leads down and outside the organ building.
Jump left across multiple platforms above the main entrance. Find a ledge you can reach by climbing with Cling Grip. From there, keep going left over a muckmaggot-filled pool using hanging cages. At the far end, you’ll discover a Lost Flea stuck in the roots.
Bilewater Lost Flea 3 Location
- Required Skill: Faydown Cloak
This third Bilewater Lost Flea can only be found much later. You’ll need to explore enough in Act 2 to climb Mount Fay and obtain the Faydown Cloak.
Once you have the Cloak, return to the large chamber northeast of the Bellway in Bilewater. Use the Faydown Cloak to jump up to the left wall, where you can spot some of Shakra’s rings. Continue upward through Bilewater by ascending its large vertical rooms and dodging around Bloatroaches.
When you reach the second large open shaft filled with Bloatroaches, go upward until you find a right-side opening. Pass through the next hall to a warning sign showing a huge number of bug husks strung around the entrance to an even deadlier area.
The next zone is a deadly maze of muckwater, traps, and ambushing Stilkins. Move extremely carefully and stay ready for anything. Start by crossing the first muckwater pool, then slide down the pit at the far end. When you reach the wall’s end, dash right so you don’t splash into muckmaggots at the bottom.
Expect to be ambushed by Stilkins that jump ahead and pepper you with darts. Don’t chase them—they’ll lure you into a tripwire that fires a chain of projectiles from above. Move through quickly or dodge backward.
At the end of the road, another tripwire will fire spikes from a nearby wall you have to jump over, then forces you into climbing upward. A further tripwire will then launch more darts. When it triggers, hold your position so the darts only fire above and below you.
At the top of the shaft, keep wall-jumping up the left wall rather than following the right path. There’s a secret space up here, but it requires caution. Triggering the trap will launch darts from behind you—dash forward and jump up to cling to the wall above.
Just ahead, a second tripwire triggers two spikes to crash down from both sides. Jump upward to avoid them. From there, head left to find the final Lost Flea in Bilewater.
Blasted Steps Lost Flea Location
One Lost Flea can be found hidden in the Blasted Steps region northwest of Shellwood, on the road leading up toward the Citadel. Luckily, it isn’t too hard to track down.
As you climb up the large central chasm of Blasted Steps, reach the halfway point and get to the Bellway and Bench area on the left. Continue west from the Bellway until you reach a tall vertical room. If you use Cling Grip to wall-jump upward, you’ll pass an entrance where Grindle is hiding, but ignore that and keep climbing by wall-jumping.
The area above widens, revealing rows of spikes. Avoid them as you climb as high as possible along the right wall, then jump left and use Drifter’s Cloak to float to the left wall.
Repeat the maneuver to reach the right wall again. You can also strike downward on spikes to bounce across them if you line up the timing well. When you reach the top of a pillar, the Lost Flea sits in the left corner across a small gap.
There are 2 Fleas you can find in the large prison known as The Slab, located west of the Citadel’s Choral Chambers. One can be discovered early even if you’re captured and taken to The Slab quickly, while the second requires upgrades before you can reach it.
The Slab Lost Flea 1 Location
- Required Skill: N/A
The first Lost Flea is near The Slab’s main entrance. You can reach it by traveling west from the Choral Chambers in the Citadel, or by getting captured by a Wardenfly carrying a large cage found in secluded parts of Pharloom.
If you’re captured, escape your cage and move through the small passageways until you reach a room with a bench area off to the right. Below that, on the floor, is a large elevator lift gate that’s locked and requires the Heretic Key—but you can still travel to the left.
Go all the way left past a Guardfly to reach an open cell room. Enter it and you’ll find the Lost Flea inside a small cramped hanging cage that you can destroy to free it.
The Slab Lost Flea 2 Location
- Required Skills: Faydown Cloak, Key of Heretic
The second Lost Flea in The Slab can be heard early on, but it can’t be reached on your first visit. You’ll need to return after climbing Mount Fay to get the Faydown Cloak—located west of The Slab. Reaching that area requires Clawline.
No matter whether you were imprisoned or discovered The Slab through the Choral Chambers, you’ll need to obtain the Key of Heretic in the top-left corner. Use it to unlock the trapdoor on the main floor below the bench room.
Go down below the broken lift to where the Bellway is, and find a bench room to the right. In that bench room, jump up on the left wall, then double jump through the small opening at the top to reach a Lost Flea above.
In total, you can find 3 Lost Fleas spread across the grand Choral Chambers that make up most of The Citadel.
Choral Chambers Lost Flea 1 Location
- Required Skills: N/A
One of the Choral Chambers’ Lost Fleas is located in the western reaches near the exit leading out toward The Slab prison area.
If you’ve explored the Choral Chambers already, you can reach it quickly by going up from the western Ventrica station above the Spa area into a large vertical room east of The Slab.
If you’re still early, the quickest route is to enter from the Underworks. Travel right through the long hallway into the large central vertical room (where Lace will likely appear). That room contains a bench in the upper-right section. From there, cross to the upper hall on the left side of the vertical chamber.
In the next vertical room, climb up and look for the first big opening on the left (just below a sealed ceiling gate that must be opened from above). Pass left through another hallway.
You’ll enter yet another vertical room. Climb upward by jumping onto a platform that alternates between appearing and disappearing, reaching a landing above—then go right.
In the next room with a spike pit, time your jumps across the alternating platforms and dodge Pilgrims to reach the far side, where a Lost Flea is trapped in a cage.
Choral Chambers Lost Flea 2 Location
Another Choral Chambers Lost Flea is found near the region’s center, just left of the Cogwork Core, inside a hidden duct.
If this is your first time exploring, the fastest approach is to head west from the lower central bench (above the vertical room where you first encounter Lace). The vertical room on the upper-left is where the Lost Flea is, but the upper portion is blocked by a locked trapdoor. You’ll need to detour further left and up before you can reach the exit to The Slab.
Make your way to the top of the vertical room to the right of The Slab’s entrance, then exit right into a duct system. Drop down into a hallway with spikes on the floor and go right into the upper portion of the vertical room. Drop down to unlock the floor panel that previously blocked you.
As you climb upward again just above the trapdoor, look along the right wall above spikes and temporary platforms for a cracked section. Strike it to reveal a secret duct. Inside, there’s a crank you can hit to trigger an air vent, but attempting to ride it upward will be blocked by a floor.
Once the air vent is active, return to the previous room and keep climbing upward until you find a landing and a second cracked wall on the right. Enter this duct area. From below, you can use the air vent to float upward and dodge fan blades along the walls.
At the very top of this narrow shaft, you’ll arrive next to a Lost Flea that needs rescuing.
Choral Chambers Lost Flea 3 Location
- Required Skills: Clawline
This Lost Flea is inside the Choral Chambers, but reaching it requires a longer route through the Whispering Vaults after unlocking a specific upgrade.
After you gain Clawline by exploring the eastern Underworks’ Cauldron area, return to the main part of the Whispering Vaults. Enter the far eastern large room. Make sure the big block on rails has been moved to the top of the room, then use it to climb the high right wall and locate a secret route.
Beyond the ducts, climb upward and look for a ring you can latch onto with Clawline. Doing so opens a passage below. Carefully navigate over sawblades to reach a large pit that drops all the way down to Bilewater.
Before going all the way down, use Drifter’s Cloak to slowfall while hugging the left wall to find an alcove you can wall-jump into on the left. Watch out for falling rocks.
You’ll return to the ducts. Taking this path leads down past spikes to a lever that unlocks the narrow shaft above, plus a draft that shoots you up back into the high corner of the Choral Chambers outside Songclave.
When you end up outside on the rooftops, hop onto the upper ledge on the left, then double back against the far-right wall. Wall-jump upward and use Clawline to latch onto rings, dashing left to reach a metal vertical section you can climb.
At the very top, there are two routes upward. Avoid the right side because a Pharlid Diver waits to ambush you. Instead, climb the left side to find a sleeping Lost Flea.
Whispering Vaults Lost Flea Location
A Lost Flea is located high up in the rafters of the Whispering Vaults, inside one of the larger rooms of the main central area.
To reach it from the first main room below Slongclave, keep heading down until you find the first opening on the left side, then travel west.
The next room includes several boxes on rails. Climb upward until you find one big box on the left with a rail leading right that you can strike to move the box along. Instead of following the box normally, go back down to the lower level and travel under it so you can attack it from below and send it upward.
Climb up beside the box and strike it to send it back to the left side. On this side, strike it upward and then to the right. Jump and float across to the black surface to climb onto it in its new high position above the room.
From this vantage point, leap right and drift over to a high ledge where the Lost Flea waits inside a small cage.
Across the Underworks below the Citadel, you can find a total of 2 Lost Fleas—though some require reaching the region from different entry points.
Underworks Lost Flea 1 Location
- Required Skills: N/A, White Key (Optional)
The Underworks contain two Lost Fleas: one in the west and one in the east.
The eastern Lost Flea can only be reached near the Cauldron area, which becomes available later than the western part of the Underworks. The best access point is by taking the lift down from the Whispering Vaults just past The Stage where you defeat Trobbio.
You can alternatively reach the Underworks’ Cauldron using the White Key located near Songclave, then traveling down through the optional region of Whiteward.
After riding the lift down into eastern Underworks, head through the long passage to the left. Enter a long room where the Twelfth Architect operates above The Cauldron. Continue left into the ducts and use a vent to glide up into a top-left passage.
Once you enter the big fiery area, move down carefully while dodging Cogwork Underflies and exploding Cogwork Haulers. Reach the bottom of the lava-filled shaft and look for a small opening on the left.
Inside is a long hallway with multiple Cogwork Haulers that will try to fly at you and explode. You can try to delete them quickly, but a stronger approach is to trigger their explosions from a distance using traps. Once the room is cleared, travel left to find a stuck Lost Flea that you can free.
Underworks Lost Flea 2 Location
- Required Skills: Faydown Cloak
There are two Lost Fleas in the Underworks: one in the west and one in the east. However, the westernmost one can only be accessed through a roundabout route. You’ll need to pass through a secret optional region called the Wisp Thicket. It’s located high above Greymoor and can only be reached after you obtain the Faydown Cloak at the top of Mount Fay.
To enter the hidden region, move to the far left of the grassy bamboo passage and jump up the left wall to reach the Wisp Thicket. Before exiting, knock down a hanging bench to the right, then leave the room by taking the ledge on the left.
In the next passage, be ready to deal with a Firebug that produces exploding Wisps. Jump across the water to a stone structure with Wisp Lanterns that you need to destroy. After clearing them, wall-jump upward on the inner right wall. Then check the top-left of the inner left wall to reveal an opening above.
In the darkened passage overhead, use Clawline to reach the right wall over spikes. Wall-jump upward to either grab Clawline again or bounce off the spikes back to the left wall to reach the top. You may find Craftmetal to the right, but stick to the left wall and attack it to uncover a hidden route.
In the next spike-line passage, bounce across the spikes or use Clawline to cross. Ignore a gap and look for a high ledge to climb into, then exit upward through the ceiling back into the Underworks.
Above, there’s a large bridge you can’t access from this angle. Instead, travel left through a big gauntlet of revolving crushing blocks. The first set includes two spiked blocks moving clockwise in a large room with a gap in the middle. Sprint across the bottom first to reach safety in an alcove, then climb straight up and dash left to enter the next room.
The next chamber is similar but slightly smaller. It contains three spiked blocks that give you only limited space as they slam counter-clockwise. Jump to the middle of the room where a platform offers a place to pause. Then continue toward the bottom-left into the third area.
The third zone is even smaller, with a tiny gap in the center and two smaller spike blocks smashing counter-clockwise. There’s little room for error. Wait for one block to rise, follow it up, then jump and airdash or Clawline left to reach the top-left corner.
In the final area, you’ll find another pair of small spiked blocks in a cramped space moving clockwise. Drop to the bottom, dash left to find a small alcove with Rosaries, then catch your breath. After that, leap up the wall and head left to find a ceiling vent. Jump up through it and the Lost Flea waits stuck inside a giant shell.
Sands of Karak Lost Flea Location
- Required Skills: Clawline, Faydown Cloak (Optional)
Sands of Karak has a single Lost Flea early in the region. The region lies far west, above Blasted Steps, and it can be accessed after you have Clawline. It’s available either in Act 2 when the area becomes optional, or in Act 3 when the game has ramped up difficulty.
You can reach this area using the hanging rings above the Pinstress’ home on the far west edge of Blasted Steps. Clawline is all you strictly need, though Faydown Cloak’s double jump makes navigation much easier if you run into trouble.
The Flea is in the long passage just after where Shakra sells her map. It’s in the second hall, where you must knock seeds into churning, worm-infested sands so coral sprouts and forms platforms. Alternate jumping and downward strikes across the first segment to reach a small island, then trigger the next seed.
Carefully defeat the flying Driznarga as you bounce across two more spiked coral platforms to a safe landing. Lure the flier and Coral Furm and make sure the area is clear before pressing forward.
At the far end of the three-platform chain, look up for a ledge above. Destroy the crust to create a passage that doubles back the way you came—just keep an eye out for an enemy in the coral.
From the raised platform’s left side, run and jump to a seed lodged in the ceiling. Attack it and use Clawline to reach the top of the ruined pillar, then cling while coral grows beneath you.
When a large spiked coral forms on the opposite side, slide down and Clawline into it so you can bounce off. Then Clawline into the next broken pillar if the second spiked coral hasn’t appeared yet.
From the second spiked coral, cling to the wall opposite the spikes. Use Drifter’s Cloak to float through the gap, then Clawline the rest of the way to the final broken column.
You should spot an opening above slightly left. Slide down the broken column and Clawline to a spot on the far-left wall. Use it to wall-jump up the gap, where the Lost Flea sits in a high hidden alcove.
Mount Fay Lost Flea Location
A lone Lost Flea is found in the middle area of frigid Mount Fay, far northwest of Pharloom. Access requires Clawline. Until you get the Faydown Cloak at the top of this region, the ice will begin burning away your health after 15 seconds outside of a heated area.
From the first bench room on the region’s western side as you climb upward, keep going until you reach a large area with a broken cable car slope. Rest by the torch on the left before climbing onto the first car. Use Clawline to reach the flying bug on the right and then jump onto the second car.
Use the ring and two nearby flying bugs to gain enough height to reach the third car, then push onward to the right and upward until you reach the fourth car. Move quickly—once you land on the fourth car, jump left onto a wall with a heat spot to recover.
From the heated wall, keep wall-jumping straight up around spikes. Then dash and Clawline over to the far right wall to avoid additional spikes above and below. Slowly slide down the right wall, and as soon as you drop, slowfall to the right to Clawline a chain of flying bugs until you reach a large plateau.
Ignore the bugs and cable cars above. Dash right to find another heated spot near a cave entrance you can enter.
Inside the cave, drop carefully and slowfall down the icy pit. Look for an area on the wall you can slide down to reach a heated spot.
From there, jump right and Clawline across crystal bugs until you reach a crumbling wall section. Bounce off it to zip between more bugs going left, right, and up to an icy wall leading to a ledge.
However, if you keep wall-jumping off the icy wall on the left, you can reach a hidden portion of the room. Carefully break apart and bounce off ice chunks in the right way to rescue the Lost Flea.
Memorium Lost Flea Location
- Requirements: Clawline, Faydown Cloak
A very large Lost Flea can be found deep inside the terrarium region called the Memorium atop the Citadel. Reaching it requires deep Act 2 progress: you’ll need to scale Mount Fay in the northwest corner of Pharloom to get the Faydown Cloak’s double jump.
Once you have double jump, travel along the top level of the Choral Chambers to find an overgrown area with a high platform you can reach. Then use a secret entrance through the ceiling into the Memorium.
Make your way to the far right of the second floor, then use the white flowers to pogo up to the third floor. Head back west through a Shellwood-like biome.
After swimming beneath the thorns, look upward past the halfway point of the hall for a white flower you can bounce off. Attack the crust above to break into the fourth floor. From there, you’ll have to carve through more crust heading west back toward the first main shaft where you originally entered the Memorium. This also gives you a shortcut back down.
Head up to the top floor and break the glass opposite the Bellway to enter a coral biome. In the next room, there are two large pillars carrying an electric current. Time your jump so you pass the first pillar, then slowfall past the second.
In the next chamber, you’ll find a Maternum that unlocks a new feature in your Bellhome—but don’t focus on that yet. Instead, go for the ceiling hatch into the Memorium attic area. Head left and upward into a large space where an impossibly Large Flea is trapped in a cage.
Unlike the other Lost Fleas, this one becomes temporarily hostile after it’s freed. Carefully dodge its straight charge attacks (or hide under the main platform to hit it from below) until it regains its senses. After that, it joins the Flea Caravan like nothing happened.
Putrified Duct Lost Flea Location (Vog)
A unique Lost Flea named Vog can be found far up in the Putrified Ducts of Pharloom, located high in the northeast of the Citadel. Reaching Vog is a major challenge because you must first climb Mount Fay to obtain the Faydown Cloak.
To reach the Putrified Ducts, head above the Choral Chambers and into the Memorium. Search the far right side of the main floor for a map room with a secret ceiling exit leading outside (where the lost merchant Jubilana can be encountered). Climb the far outdoor wall to find a secret route into the Ducts.
Once inside the Ducts, go right into a vertical room with a Bellway entrance. Climb down to the bottom, then take the path to the right.
Head to the far right side of the second big duct room. When you reach the entrance to Pale Lake, jump up the wall above the doorway, then jump back left onto a high platform. Use Clawline through a Barnack to reach the high left wall, which contains a secret breakable wall.
Clawline through the narrow passage while avoiding thorns until you reach a high platform with an opening above, guarded by another Barnack.
In this new passage, you can find the extremely useful Wreath of Purity on the right. Over the first thorn section, you can intentionally let a Barnack grab you and pull you through a narrow ceiling space.
As your ascent slows near the Barnack itself, mash your buttons to escape its grip. Then be ready to double jump and float left using Drifter’s Cloak, followed by Clawline to keep progressing—until you get grabbed again by another Barnack tentacle.
Wait until you rise into the next passageway to break free, then repeat: double jump and float right, and use Clawline to reach the far right side with yet another Barnack tentacle.
When you’re pulled up again, there will be a left-side alcove to rest in. Alternatively, you can jump straight out of the Barnack and hop left into another tentacle. Do this one more time and you’ll finally reach the top of the room.
From the top floor, head left. Vog is in the next room and will offer to help you locate Lost Fleas you haven’t collected yet, once they’re joined with the Flea Caravan. The map price depends on how many Lost Fleas you’ve already found in that area.
All Lost Flea Rewards in Silksong
After you retrieve the requested number of fleas and pass certain story progress points, return to Fleamaster Mooshka to claim your reward:
- First 5 Fleas Reward: The flea caravan relocates to a long, low corridor in Greymoor and invites you to join them. If you haven’t defeated the Moorwing yet, they effectively replace it—letting you skip the fight. Once they set up camp, speak with the flea near the pot to receive a new Tool called Flea Brew. It temporarily boosts your attack speed and movement.
- Finding Kratt Reward: After you rescue Kratt in Greymoor, Kratt joins the caravan. Speak with him and he offers a new service: a spa. Soak for a few seconds to restore health and silk. Your first visit costs 10 rosaries, but there’s a way to ensure future visits will be free. During your first visit, sit in the water until you start hearing awkward laughter. About 10 seconds later, you’ll spot Kratt peeping on Hornet from the top of the carriage. Jump and hit him. After your spa time, talk to Kratt outside the carriage. Hornet sets him straight, and Kratt promises free spa use as an apology. When you return later, the spa door will be closed again. Speak to Kratt and he’ll let you in for free.
- Finding 15 Fleas Reward – From its Greymoor spot, the Flea Caravan can be guided to the top of the Blasted Steps—but only after you’ve cleared the route and defeated The Last Judge there, since the caravan takes up residence in that former boss arena. After collecting at least 15 Lost Fleas, speak with Fleamaster Mooshka once they settle in the Blasted Steps to receive a new reward: a Spool Fragment.
- Finding 22 Fleas Reward – Once you earn the Faydown Cloak, you can explore the Memorium above the Citadel’s Choral Chambers and discover a secret passage into the Putrified Ducts. On the far right side of the Ducts, there’s a sanctuary called Pale Lake where you can play Needolin at a large harp. Hornet even remarks that the spot would fit the Flea Caravan well. After you’ve found at least 20 Fleas, return to the caravan’s camp in the Blasted Steps and they’ll travel to the Putrified Ducts, renaming the area “Fleatopia.” Speak with Fleamaster Mooshka again to get a Tool Pouch Upgrade.
- Finding All 30 Fleas Reward – After collecting all 30 Lost Fleas across Pharloom (possible in either Act 2 or Act 3), return to Fleatopia and talk to Fleamaster Mooshka. They’ll thank you by giving you a Tool: the Egg of Flealia!
Looking for more collectible-finding guides in Silksong? Here are additional topics to check next:
- Mask Shard (Health Upgrade) Locations
- Spool Fragment Locations
- Pale Oil Locations
- Memory Locket Locations
- Tool Pouches and Crafting Kit Locations
- Relic Locations
Up Next: Silk Heart Locations
Top Guide Sections
- Differences and New Features
- Essential Tips and Tricks
- Walkthrough
- Boss Guides and Boss Order


