They’re adorable—and in need of rescuing!
If you miss the Grubs from Hollow Knight, Silksong introduces its own version of tiny critters in distress: the Fleas. A traveling Flea troupe led by the Fleamaster will ask you to track down 5 missing members. Here’s where to find all 5 Lost Fleas in the early areas of Hollow Knight: Silksong.
How to Start the Lost Fleas Quest
To begin, speak with the Fleamaster and accept the quest. You’ll encounter them fairly early, in the central part of the Marrow. The exact spot is marked in the screenshot below.
Lost Flea Locations
Flea #1

The first Lost Flea is located in an upper chamber of the Marrow. To reach it, circle around from the left side and head toward the trapped Flea on the right.
This section requires a fair bit of platforming while fending off aerial enemies. It may take a few attempts, but it’s manageable.
Flea #2

The second Flea is hidden in the Hunter’s March. Gaining access is tricky—you’ll need to defeat a tough Skarrguard blocking the entrance. Once inside, follow the trail of buds until one leads you straight to the Lost Flea.
Flea #3

The third Flea is nearly impossible to miss. Right after unlocking the Sprint ability, head into the chamber to the left. A short parkour sequence will take you to the upper levels where the Flea is waiting.
Flea #4

The fourth Flea can be found in a secret room within the Far Fields. Head to the bottom of the main vertical chamber, break through the wall on the right, and step inside.
Be prepared—entering the room triggers a trap. A cage locks you in, and a Skarr Scout ambushes from behind, so make sure you’re at full health before going in.
Flea #5

The fifth and final Flea is perched at the upper right of Craw Lake. You’ll need some precise aerial platforming to reach it.
Watch out for the Tallcraw guarding the entryway and the Mite lurking below—they can easily catch you off guard.
Lost Flea Quest Rewards
Once you’ve rescued all 5 Fleas, return to the Fleamaster at the Flea Caravan. He’ll offer you the chance to travel with the troupe. Even if you decline, you can still encounter them later, with the caravan acting as a shortcut to a different area.
Accepting the offer transports you past Greymoor and Halfway Home, unlocking access to Bellmont. You’ll also earn the Flea Brew charm, a consumable that boosts both movement and attack speed.