How to access my dictionary from another scene

I need to access my dictionary from another scene. How would I go about doing that. I posted the code with the inventory in it below. I have been using static references to access different variables across classes but I cant bring up my inventory window in another scene. You can ignore any commented out code. Thanks in advance

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class Pauser : MonoBehaviour {

	public static Pauser pauser;

	private bool paused = false;
	public Rect position;

//	private bool inventoryWindowToggle = false;
	private Rect inventoryWindowRect = new Rect(300,100,410,410);
	
	//private Dictionary
	public Dictionary<int,string> inventoryNameDictionary = new Dictionary<int, string> ();


	void Awake()
	{	
		pauser = this;
		DontDestroyOnLoad(transform.gameObject);

		inventoryNameDictionary.Add(0,string.Empty);
		inventoryNameDictionary.Add (1, string.Empty);
//		inventoryNameDictionary.Add (2, null);
//		inventoryNameDictionary.Add (3, null);
//		inventoryNameDictionary.Add (4, null);
//		inventoryNameDictionary.Add (5, null);
//		inventoryNameDictionary.Add (6, null);
//		inventoryNameDictionary.Add (7, null);
//		inventoryNameDictionary.Add (8, null);
	}

	ItemClassScript itemObject = new ItemClassScript();
	WeaponClassScript weaponObject = new WeaponClassScript();
	
	// Update is called once per frame
	void Update () {
		if(Input.GetKeyUp(KeyCode.P))
		{
			paused = !paused;
		}
		
		if(paused)
			Time.timeScale = 0;
		else
			Time.timeScale = 1;

	

	}

	void OnGUI()
	{
		if (paused)
//			inventoryWindowToggle = GUI.Toggle (new Rect (800, 50, 100, 50), inventoryWindowToggle, "Inventory");
			inventoryWindowRect = GUI.Window(0,inventoryWindowRect, inventoryWindowMethod,"Inventory");
//		
//		if(inventoryWindowToggle)
//		{
//			inventoryWindowRect = GUI.Window(0,inventoryWindowRect, inventoryWindowMethod,"Inventory");
//		}
	}
	
	public void inventoryWindowMethod(int windowId)
	{

		if(Collector.collector.curOre == 1)
			inventoryNameDictionary[0] = itemObject.ore.icon;
		if(Collector.collector.curGold == 1)
			inventoryNameDictionary[1] = itemObject.gold.icon;
		
		//inventoryNameDictionary [1] = weaponObject.sword1.icon;
		//inventoryNameDictionary [2] = potion.name;
		
		
		GUILayout.BeginArea(new Rect(10,50,390,400));

		
		GUILayout.BeginHorizontal ();
		GUILayout.Button(inventoryNameDictionary[0], GUILayout.Height (50));
		GUILayout.Button (inventoryNameDictionary[1], GUILayout.Height (50));
//		GUILayout.Button (inventoryNameDictionary[2], GUILayout.Height (50));
//		GUILayout.EndHorizontal ();
//		
//		GUILayout.BeginHorizontal ();
//		GUILayout.Button (inventoryNameDictionary[3], GUILayout.Height (50));
//		GUILayout.Button (inventoryNameDictionary[4], GUILayout.Height (50));
//		GUILayout.Button (inventoryNameDictionary[5], GUILayout.Height (50));
//		GUILayout.EndHorizontal ();
//		
//		GUILayout.BeginHorizontal ();
//		GUILayout.Button (inventoryNameDictionary[6], GUILayout.Height (50));
//		GUILayout.Button (inventoryNameDictionary[7], GUILayout.Height (50));
//		GUILayout.Button (inventoryNameDictionary[8], GUILayout.Height (50));
		GUILayout.EndHorizontal ();
		
		GUILayout.EndArea ();
		
		
		
	}
	
	
}

Put your dictionary on a game object that gets a script with DontDestroyOnLoad so that the game object will survive a new scene load.