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Lady Dimitrescu

Chapter
4 · Castle Dimitrescu
Where
The Dungeon (B2) and, from the Mask of Sorrow on, the whole of Castle Dimitrescu.

Weak point

None: she cannot be killed or stunned. Enough damage to the head only makes her stumble for a moment.

Lady Dimitrescu in human form is a stalker, like Mr. X or Nemesis. First she chases you through the Dungeon after cutting off Ethan's hand; then, from the Mask of Sorrow on, she patrols the castle. You hear her music and footsteps before you see her.

Her wide claw sweeps hurt a lot unless you block, and up close she impales Ethan and throws him aside. Don't spend ammo on her: change route, circle obstacles and take refuge where she doesn't go.

Reward

None: the real fight is Mutated Dimitrescu at the end of the chapter.

  • Village of Shadows: in the Dungeon one Moroaică appears with her at the lever and another rises on the north side. She is much faster: set Mines before you pull the lever or open the door, keep your distance by circling pillars and lead her into Moroaică so she kills them.
  • Unconfirmed trick (a PowerPyx reader): opening the Tower of Worship coffin without taking the dagger saves the game and despawns her. It is not verified: clean up the castle before you place the masks.

Step by step

  1. Dungeon (B2): after the hand cutscene you cannot use healing items until you get it back. Lead her around the obstacles, pull the lever and go through the slowly opening gate. You may have to loop her once more before it finishes opening.
  2. Safe rooms: she does not enter the Merchant's Room (the Duke, typewriter) or the Atelier. If she corners you, duck into one and come back once she moves off.
  3. Block (L) her claw sweeps if you can't dodge them and never let her get right on top of you: up close she impales you.
  4. Circle pillars and furniture to gain distance. If a Moroaică gets in her way, she slaps it aside or kills it herself: use that to clear your path.
  5. She also appears in the Opera Hall after the Iron Insignia Key: unlock the Opera Hall's 1F door for a second way out.

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