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Oil and Water

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Oil and Water

Cm fe16 oil and water.png




Bandit Leader

Death God Gang? What kind of childish nonsense—Where's the Death Knight?
— Manuela

Oil and Water (Japanese: 氷炭相容れず Ice and charcoal are incompatible) is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 8 to Chapter 11. In order to attempt this paralogue, the player must have recruited Manuela or Hanneman and neither one must have fallen in battle previously. In this chapter, Manuela and Hanneman investigate rumors of the Death Knight lurking nearby.


Main article: Oil and Water/Script

Manuela laments to Byleth about the wound she received from the Death Knight approximately two months prior. Hanneman notices and approaches, leading the two to a bickering match. He explains that rumors have placed the Death Knight on the western edge of the Sealed Forest, and Manuela runs off to confront him. Hanneman, Byleth, and the students pursue her and find her cornered by a pack of bandits. In the process of rescuing her, they find out that these bandits are part of a group calling themselves the "Death God Gang", hence the rumors. Afterwards, Hanneman berates Manuela for her recklessness. The two make up and head off for a celebratory cup of tea.

Beginning log

Manuela and Hanneman have predictably opposite reactions to a disturbing rumor going around the monastery.

Chapter data

Normal Hard Maddening

Chapter Data
Unit Data
Victory: Defeat the boss Warrior Player Partner Other Enemy Third
Defeat: Byleth or Edelgard  /Dimitri  /Claude   dies*, or Hanneman or Manuela die 7 {{{partner}}} {{{other}}} 22 {{{third}}}

Initial Escape routes


Character data

Black Eagles   Blue Lions   Golden Deer  

New Units


Returning Characters


This paralogue only requires Hanneman or Manuela to be in Byleth's class. If one of them is not a member of their class, they will be temporarily controllable for this map with the following stats.

Hanneman, Normal Hanneman, Hard Hanneman, Maddening Manuela, Normal Manuela, Hard Manuela, Maddening

Level 17
Movement 4
Max HP 33 Luck 10
Strength 10 Defense 7
Magic 21 Resistance 19
Dexterity 14 Charm 11+3
Speed 9
Inventory Abilities
  Iron Bow   Crest Scholar
Combat arts Spells Battalion
--   Sagittae
  Seiros Magic Corps Lv 3
  Group Flames
Skill Levels
E E E E E C E D E E E  

Item data

Name Obtainment Method
  Experience Gem Dropped by enemy Archer
  Rapier Dropped by enemy Sniper
  Macuil Evil Repelling Co. Automatically at the end of the chapter if Manuela is a party member
  Indech Sword Fighters Automatically at the end of the chapter if Hanneman is a party member

Enemy data

Normal Hard Maddening

Enemy Units
Name Class Lv # HP Str Mag Dex Spd Lck Def Res Cha Con Mov Inventory and Skills
  Thief Archer 15 1 28 9 6 10 11 10 5 4 9 5   Steel Bow  Experience Gem 
  Bowrange +1
Immobile until turn 9, at which point he prioritizes escaping via the northeast.
  Bandit Mage 15 4 29 8 11 8 13 8 7 8 7 4   Fire
• The western one immediately begins moving unprovoked.
• The southeast two begin moving if any player unit enters the west area.
  Thief Sniper 15 1 31 18 8 17 14 13 12 8 9 5   Iron Bow  Rapier 
  Bowfaire  Bowrange +1
Immobile until turn 9, at which point he prioritizes escaping via the northeast.
  Bandit Mercenary 15 1 31 12 6 10 15 8 9 2 7 5   Steel Sword
Immediately begins moving unprovoked.
  Bandit Brigand 15 1 33 13 6 7 11 8 7 4 9 5   Steel Axe
Immediately begins moving unprovoked.
  Bandit Armored Knight 15 1 33 11 6 7 6 8 17 1 7 4   Steel Axe
Begins moving if any player unit enters the west area.
  Bandit Archer 15 1 29 11 6 10 13 10 7 2 7 5   Steel Bow
  Bowrange +1
Begins moving unprovoked on turn 7.
  Bandit Swordmaster 15 2 34 19 8 13 21 10 13 8 7 5   Iron Sword
  Swordfaire  Sword Crit +10
The southern one immediately begins moving unprovoked.
  Bandit Archer 15 1 29 11 6 10 13 10 7 2 7+1 5   Steel Bow
  Bowrange +1
  Bandits Lv 3:  Disturbance
Begins moving if the northwest Brigand is provoked.
  Bandit Brawler 15 3 33 11 6 9 17 8 9 1 7 5   Steel Gauntlets  Unarmed
  Unarmed Combat
• The western one begins moving unprovoked on turn 7.
• The eastern one begins moving if any player unit enters the west area.
  Bandit Armored Knight 15 1 33 11 6 7 6 8 17 1 7+1 4   Silver Axe
  Bandits Lv 3:   Disturbance
Begins moving if any player unit enters the west area.
  Bandit Pegasus Knight 15 2 32 17 8 15 18 10 12 13 8 7   Iron Lance
  Canto  Lancefaire  Avo +10
• Begins moving unprovoked on turn 5 or if any player unit enters the west area.
• Prioritizes attacking Manuela if she is in range.
  Bandit Brigand 15 1 34 15 6 7 13 8 9 2 7 5   Steel Axe
Begins moving if the northern Archer is provoked.
  Bandit Brigand 15 1 34 15 6 7 13 8 9 2 7+1 5   Silver Axe
  Bandits Lv 3:   Disturbance
Begins moving unprovoked on turn 7.
  Bandit Leader Warrior 17 1 38 22 8 12 15 11 14+2 8 9+1 -   Short Axe  Killer Axe
  Axefaire  Axe Crit +10  Axe Prowess Lv 2  Lancebreaker+  Seal Strength  Defense +2
  Bandits Lv 3:   Disturbance
Stands on a heal tile +.

Boss data

Normal Hard Maddening

Level 17
Movement -
Crest --
Max HP 38 Luck 11
Strength 22 Defense 14+2
Magic 8 Resistance 8
Dexterity 12 Charm 9+1
Speed 15
Inventory Abilities
  Short Axe
  Killer Axe
  Axe Crit +10
  Axe Prowess Lv 2
  Seal Strength
  Defense +2
Combat arts Spells Battalion
-- --   Bandits Lv 3
Skill Levels
E E A E E E E E E E E  


This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

On every difficulty, Manuela is capable of surviving in combat against the Brigands that begin moving towards her, but she will likely be unable to survive against the Pegasus Knights; if Manuela does not move from her starting position, the Pegasus Knights begin to move on turn 5, and will reach and likely defeat her on turn 8. On Normal and potentially on Hard, Manuela may be able to survive against enemies while moving south; it is possible on Maddening if Manuela has Axebreaker, but is unlikely. If Manuela is certified for Pegasus Knight she can avoid most enemies, but that requires increasing Manuela's lance skill, which starts at E.

There are a number of ways to ensure Manuela's safety that do not involve investing into Manuela herself:

  • A unit with Rescue – particularly Flayn, who starts with C+ faith and learns Rescue at B – can use it on Manuela from the south if they have at least 12 magic; however, there are enemies to the south which must be defeated to ensure Manuela's and the Rescuer's safety.
  • A flier with Reposition can move Manuela over the cliffs to her west onto the Heal Tile +; there are enemies that may pose a threat to Manuela or the flier, but it allows Manuela more room to move away from the Pegasus Knights.
  • A flyer with the Alliance Wyvern Co. can use the Impregnable Wall gambit on Manuela, reducing all damage she will deal or take to 0; the Pegasus Knights will prioritize attacking Manuela, even for 1 damage, over attacking and potentially killing the flier. The Alliance Wyvern Co. is only available in the Golden Deer route—or in a New Game + file with data where the battalion was obtained—and no other flying battalion has access to Impregnable Wall.

Additionally, a Physic user, such as Mercedes or Marianne, will be especially helpful.

Alternately, the paralogue will end, and thus Manuela will be in no danger, upon defeating the enemy commander; however, quickly defeating the boss makes obtaining the Experience Gem and Rapier much more difficult. The boss starts 24 tiles away from Byleth's starting location, where they could reach 2-range as a Pegasus Knight boosted by Stride and refreshed by a Dancer, or could reach 1-range as a 7-move flier, on turn 1; units at other starting positions require less movement to reach the boss. The boss does not need to be defeated on turn 1 as Manuela will not die immediately, and taking more time makes it easier to obtain the Experience Gem. However, Manuela can attack the Archer with the Experience Gem from her starting position, or a unit with Warp could send a strong unit with enough move to defeat or aid Manuela in defeating the Archer.

Defeating the boss in one hit requires (on Normal/Hard/Maddening difficulties) 56/61/74 physical attack or 47/50/62 magical attack; defeating him in two hits requires 37/41/50 physical attack or 28/30/38 magical attack, and 7/9/18 attack speed or an alternate means of attacking twice, such as a brave weapon or a combat art such as Point-Blank Volley. Alternately, as the boss lacks the Commander or General abilities, they can be moved and their stats lowered with gambits, and a unit can be left in their range to defeat them with weakened stats on enemy phase, or they could simply be attack by other units. Additionally, the boss can from at least 3-range where he cannot retaliate by means such as Curved Shot or Thoron.


  • "Oil and Water" is the title of the final story event of the Azure Moon route in Three Houses.

Etymology and other languages

Names, etymology and in other regions
Language Name Definition, etymology and notes

Oil and Water

An idiom referring to two things that cannot mix or exist harmoniously, referencing Hanneman and Manuela's personality conflicts.



Roughly "ice and charcoal are incompatible"; an equivalent idiom.


Commo el perro y el gato

Like the dog and the cat; an equivalent idiom.


Comme chien et chat

Like dog and cat; an equivalent idiom.


Öl und Wasser

Oil and Water


Come acqua e olio

Like water and oil


얼음과 숯의 불협화음

Discord of ice and charcol

Simplified Chinese


Lit. "as incompatible as fire and water"

Traditional Chinese


Lit. "as incompatible as fire and water"



Oil and Water
Fire Emblem: Three Houses
Playable characters Black Eagles BernadettaCasparDorotheaEdelgardFerdinandHubertLinhardtPetra
Blue Lions AnnetteAsheDedueDimitriFelixIngridMercedesSylvain
Golden Deer ClaudeHildaIgnatzLeonieLorenzLysitheaMarianneRaphael
Other AloisAnna*BylethCatherineCyrilFlaynGilbertHannemanJeritza*ManuelaSetethShamir
Ashen Wolves* BalthusConstanceHapiYuri
Non-playable characters Abysskeeper*Duke AegirDuke GerthFlecheGatekeeperGlennHolstIonius IXJeraltJudithLadislavaLambertLord ArundelMonicaNaderPatriciaRandolphRheaRodrigueRufusSeirosSitriSothisTomasTiana
Bosses AcheronAelfric*AloisBaron Ochs*BiasBlaiddydCasparCatherineCharonChilonClaudeCorneliaDaphnelDedueDeath KnightDimitriDominicEdelgardFelixFerdinandFlame EmperorFlaynFraldariusGautierGloucesterGonerilGwendalHubertIngridThe Immaculate OneThe ImmovableJudithKostasKronyaLadislavaLamineLinhardtLonatoLord ArundelLorenzMercedesMetodeyMiklanMysonNaderNemesisOdessePallardóPittacusRandolphRheaRieganRodrigueSetethShamirSolonSylvainThalesWandering BeastThe Wind Caller
Personal weapons and regalia Aegis ShieldAreadbharAsclepiusAthameAxe of UkonvasaraAymrBlutgangCaduceus StaffCirce StaffCrusherFailnaughtFetters of DromiFreikugelThe InexhaustibleLance of RuinLúinOchain ShieldRafail GemScythe of SarielSeiros ShieldSpear of AssalSword of BegaltaSword of MoraltaSword of SeirosSword of the CreatorTathlum BowThunderbrandThyrsusVajra-Mushti
Chapters Part I
Prologue: An Inevitable Encounter • 1: Three Houses • 2: Familiar Scenery • 3: Mutiny in the Mist • 4: The Goddess's Rite of Rebirth • 5: Tower of Black Winds • 6: Rumors of a Reaper • 7: Field of the Eagle and Lion • 8: The Flame in the Darkness • 9: The Cause of Sorrow • 10: Where the Goddess Dwells • 11: Throne of Knowledge • 12: To War     / Outset of a Power Struggle  
Part II Silver Snow
13: Reunion at Dawn • 14: A King Without a Kingdom • 15: Valley of Torment • 16: The Rose-Colored River • 17: The Impregnable Fortress • 18: The Chaos of War • 19: Conclusion of the Crossing Roads • 20: The City Without Light • 21: Following a Dream
Azure Moon
13: Reunion at Dawn • 14: The Delusional Prince • 15: Valley of Torment • 16: The Rose-Colored River • 17: Blood of the Eagle and Lion • 18: The King's Triumphant Return • 19: The Golden Deer's Plea • 20: The Impregnable Fortress • 21: Our Chosen Paths • 22: Oath of the Dagger
Verdant Wind
13: Reunion at Dawn • 14: The Alliance Leader's Ambitions • 15: Valley of Torment • 16: The Rose-Colored River • 17: Blood of the Eagle and Lion • 18: The Golden Scheme • 19: The Chaos of War • 20: Conclusion of the Crossing Roads • 21: The City Without Light • 22: Fódlan's New Dawn
Crimson Flower
13: Beyond Escape • 14: The Master Tactician • 15: Tempest of Swords and Shields • 16: Lady of Deceit • 17: Field of Revenge • 18: To the End of a Dream
Paralogues   Part I A Cursed Relic*An Ocean ViewBlack Market Scheme*Death TollDividing the World    Falling Short of HeavenThe ForgottenLand of the Golden DeerOil and WaterRumored NuptialsThe Secret Merchant*   Sword and Shield of SeirosTales of the Red CanyonTrue ChivalryWar for the Weak  
Part II Darkness Beneath the Earth  Dividing the World    Eternal Guardian    The Face Beneath    Foreign Land and SkyForgotten HeroInsurmountable  Legend of the LakeRetribution    The Secret Merchant*  The Silver Maiden  The Sleeping Sand Legend  Weathervanes of Fódlan  
Cindered Shadows
(DLC side story)
1: The Fourth House • 2: What Lies Beneath • 3: The Rite of Rising • 4: Danger in the Dark • 5: Betrayal • 6: Return to Me • 7: Wolf Pack
Locations FódlanAbyssAdrestiaFaerghusGarreg Mach MonasteryLeicesterAlmyraBrigidDagdaSreng
Groups, objects and concepts 10 ElitesAshen WolvesBlack EaglesBlue LionsChildren of the GoddessChurch of Seiros (Knights of Seiros) • Crests (Crest Stone) • Divine PulseGolden DeerHeroes' RelicsInsurrection of the SevenMonstersThose who slither in the darkTragedy of DuscurWar of Heroes
Related topics Music LibraryName chartPre-release informationUnused content