As stated briefly you must also strongly take into consideration playing the same saves on multiple computers. For example, I would play Kerbal Space Program at school in between courses and copy saves to my desktop. If you make saves too hard to find (or use some complicated scheme) I as a player would be greatly annoyed certain saves work only the computer that created it. A save is a save regardless of where it originated from.
Beating a user who doesn't bother backing up saves (and one not prone to cheating) is relatively straight forward. Just adding a flag into the header to mark the character as dead is a solution. To add salt to the wound take all his gold and items as well, he won't need them in the afterlife anyway
Granted if he plays on more than one computer, or backs up his saves, it will break this but this may not be such a bad thing. For instance, lets say a child plays his father save and dies. If you can't restore the save you will end up with a potentially angry father and one terrified child! If he wasn't backing up saves before this, well, he most likely will be afterwards in case it happens again. If he did then a simple copy and paste will return hours of work over a simple mistake.
If you feel very strongly about disallowing copying then just have a secondary file that's created in the users documents folder (ideally where saves are located as well). This file will keep a unique id associated with each save, and whether the save has been marked as dead. If this file is deleted or has an invalid header/crc you would have to remake it. How else would existing hardcore characters that didn't die be playable? The registry would also present the problem of fresh OS installs and the like..
Thus back to the start of the endless circle..