You’ve been wandering around Pharloom for hours, haven't you? Listening for that high-pitched, pathetic little whimper. If you’re like me, you probably expected the Silksong all flea locations quest to be a simple "rescue the grubs" retread from the first game. It isn’t. Team Cherry actually made these little guys a central part of the game’s economy and progression.
Honestly, the Flea Caravan is the heart of your journey in the early game. Missing even a few of these 30 fleas means you’re missing out on the Flea Brew—which, let’s be real, is the only thing keeping most of us alive during the Corrupted Vessel fight—and the eventual "Fleafriend" achievement.
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The game finally dropped on September 4, 2025, and after spending way too much time in the Deep Docks, I’ve realized most guides are missing the nuanced tricks to actually reaching these guys. It's not just about knowing where they are; it's about having the right tool for the job.
The First Five: Why The Marrow and Deep Docks Matter
You can't even move the caravan until you find the first five. Most players stumble upon the one in The Marrow right after the Bell Beast boss, but then they get stuck.
- The Marrow (Post-Bell Beast): This is your "tutorial" flea. After you beat the beast, head up and right. You’ll see it tangled in vines. Just whack it. Easy.
- Deep Docks (The Secret Wall): Near the Bellway, there’s a wall to the left of where Shakra hangs out. Break it. You’ll find a room with falling lava. The flea is at the very top left.
- Deep Docks (The Swift Step Requirement): You need the Swift Step ability for this. It’s in a container on a high platform in the northern section. If you don't have the dash yet, don't bother; you literally can't make the jump.
- Hunter’s March (The Red Berry Climb): This one is a pain. You have to pogo off the red berries. If your timing is off, you’ll just fall back into the thorns. It’s located in the upper right chamber of the March.
- Far Fields (The Hidden Room): Look for a room full of red ant enemies. There’s a breakable wall on the right side of the main vertical shaft.
Once you get these five, talk to Fleamaster Mooshka. The caravan will move to Greymoor. This is a huge deal because it opens up the "Flea Brew" cauldron, giving you a massive buff to movement speed.
Mid-Game Scavenging: Greymoor to The Slab
By the time you hit Act 2, you’ll realize the fleas are getting harder to find. They aren't just sitting in cages anymore. Some, like Kratt, are actually NPCs with their own tiny sub-quests.
In Greymoor, there are three fleas. One is at the very bottom right, trapped in a cage behind a balloon jumping puzzle. Another is Kratt, who is chilling near the entrance to Sinner’s Road. Freeing him is mandatory if you want the Hot Springs at the caravan—trust me, you want the Hot Springs for the soul (silk) regen.
Then there’s The Slab. This area is a nightmare of spikes and industrial machinery. You’ll find two fleas here. One is literally in a prison cell you have to unlock with a Simple Key. The other is perched high above the Bellway bench. You’ll need the Clawline from the Underworks to reach the hook points above the bench. Without that grappling hook, you’re just going to stare at it from below while Hornet makes frustrated bug noises.
Getting "The Map" From Vog
If you’re sitting at 24/30 and losing your mind, go to the Putrified Ducts.
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There’s a flea hunter named Vog hiding in the eastern side of the ducts. He is the MVP of this quest. For a handful of Rosaries, he will actually mark the remaining Silksong all flea locations on your map. It feels a bit like cheating, but considering how some of these guys are hidden behind triple-layered breakable walls in Bilewater, it’s a sanity-saver.
The Ones Everyone Misses
- The Whispering Vaults Flea: This one isn't even on the main map. You have to find a hidden shortcut near the Cogwork Core. It’s behind a pushing-block puzzle that feels more like Sokoban than a Metroidvania.
- The Memorium Giant Flea: This isn't a small flea. It’s a huge one. It’s at the very top of the Memorium. You’ll need the Faydown Cloak (the double jump) to reach the strut where the bats attack you.
- Sands of Karak: There is a flea buried in the sand. You’ll see its little helmet poking out. If you don't have the dash-interact move, you might just walk right over it.
The Flea Festival and Your Final Reward
When you hit 30 fleas, the caravan moves to its final location: Pale Lake (sometimes called Fleatopia by the community). This triggers the "Flea Festival."
Don't think you're done just because you found them. To get the Egg of Flealia (the best companion tool in the game), you have to win the minigames. Flea Juggle is notoriously difficult. A quick tip for that: use the Shaman Crest. It increases your hit box just enough that you can hit the fleas from the side rather than needing to be perfectly underneath them.
The Egg of Flealia basically summons a swarm of tiny fleas that attack enemies and collect Rosaries for you. It turns the endgame into a cakewalk.
Actionable Next Steps for Your Rescue Mission
- Check your inventory: If you don't have the Clawline (Underworks) and Faydown Cloak (Mount Fay), stop hunting fleas. You physically cannot reach at least 10 of them without these abilities.
- Listen, don't just look: The audio cue for a trapped flea is a soft, rhythmic whimpering. If you hear it, stop. Usually, it means there’s a breakable ceiling or a hidden tunnel behind a foreground object.
- Prioritize Vog: Get to the Putrified Ducts as soon as you finish the "Bilewater" section. Paying Vog for the map markers is the most efficient way to clean up the remaining locations before you hit the point of no return in the Citadel.
- Practice the pogo: Several fleas in Hunter's March and Greymoor require "berry-pogoing." If you haven't mastered downward slashing to reset your jump, spend ten minutes practicing on the Mossy Grottos enemies first.