A household chore becomes a player-made prank
In Tomb Raider II, Croft Manor is a practice space where players can get used to Lara’s movement before heading into the main adventure. Its kitchen includes a meat freezer, and Winston, the manor’s elderly butler, trails Lara as she explores. If she steps inside and closes the door behind her, he can follow her in—and be shut inside.
The joke comes from a simple interaction between two ordinary game behaviors: Winston keeps pace with Lara, and the freezer door can be closed. The game does not need a special “trap the butler” command or a formal puzzle. The player notices that the follower can be led somewhere inconvenient, then supplies the mischief.
Why the butler makes it memorable
Winston is meant to make the manor feel occupied, but his slow, persistent following turns him into an unusually easy target for a harmless gag. Players can lead him around the house and use its rooms and doors to shape what happens next. The freezer works especially well because its purpose is so clear: it is a place for keeping meat cold, not a place for a butler to linger.
That little stunt captures a pleasure of older game spaces: a room built for practice can also invite experimentation. Lara’s training ground doubles as a domestic playground, and a routine bit of follower behavior becomes a story players can retell.





