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The Girl in the Window Item Inventory and Combines

If a later lock looks broken, you skipped a pickup two walls ago.

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Item Inventory

The Girl in the Window is an inventory game wearing an escape-room coat. There is no combat loadout and no crafting tree. There is a short list of objects that must be picked up, combined, and spent in order. This page is that list. Use it when a drawer refuses a key or when a YouTube comment says “where is the mouse.” For the full path, stay on the walkthrough. For the four camera stops, use the room map.

Nothing here randomizes except the codes those items unlock. A candle is always a candle. The plant box still wants your leaf counts.

Early pickups (front door and first loop)

Candle. Small unit right of the front door. Combine later with matches from the plant box. Lit candle goes in the mouse hole so you can see the cable.

Umbrella. Coat hooks left of the door. After the candle lights the hole, use the umbrella to pull the plug cable out. It is a reach tool, not weather flavor.

Torn paper. Inside a coat sleeve on those same hooks. Combine it with the torn notebook page. That repaired sheet is the symbol cupboard order.

Goblet. Television wall, sitting in the open. Empty until you find wine. Combine wine plus goblet before you offer anything to the vampire portrait.

Notebook. Bookshelf on the boarded-door wall. Keep it. Every randomized lock in the house is a notebook page plus a live clue. The tools hub maps pages to locks.

Mirror. Inside the low cupboard under the bookshelf after the Roman-numeral symbols. You will not use it until the painting. Do not drop the save thinking it is junk.

Matches. Inside the four-digit plant box. Combine with the candle immediately.

Power, tape, and the television

Plug cable. Mouse hole, after the lit candle, pulled with the umbrella. Tape it to the floor cable under the TV, then plug it in.

Rock. Plant pot on the boarded-door wall. Throw it at the bottle on the armchair table. That is the only bottle that breaks.

Round-handle key. Inside the broken bottle, with a glass shard. Opens a front-door drawer for the glove.

Glass shard. Same bottle. Combine with the plastic TV handle later to make a knife.

Square-handle key. Broken socket left of the armchair. Opens a TV-cabinet door that holds electrical tape.

VHS tape. Two-drawer unit under the window. Play it once the TV has power. The still tells you a dial is missing and what the line positions look like. Full method: TV dials.

Electrical tape. TV cabinet, square key. Join the floor cable to the plug.

TV dial. Three-drawer unit by the front door. Fit it on the television panel and match the VHS still. Reward: plastic handle.

Glove. Front-door drawer opened by the round key. Wear it for the live electrical box by the window. Without the glove the fuse box is decoration.

Mid-game tools

Plastic handle. From the solved TV panel. Combine with the glass shard.

Knife. Handle plus shard. Cuts cheese, the armchair cushion (cross), and the peeling wallpaper (letter or path for the grid lock).

Cheese. Armchair wall, cut from the plate. Bait for the mouse trap.

Cross. Under the armchair cushion after you cut the fabric. One of four vampire offerings.

Oval-handle key and light switch. Behind the wallpaper-grid cupboard on the boarded-door cabinet. The switch belongs in the empty plate left of the front door. The oval key opens a TV-cabinet door for the bowl.

Metal rod. Lower drawer under the window after the window padlock. Pry the loose floorboard by the front door.

Late chain: mouse, wine, vampire

Floorboard and garlic. Hole under the prised plank. Garlic is an offering. The board becomes a ramp at the mouse hole.

Bowl. TV cabinet, oval key. Place it at the mouse hole with cheese, then the board as a ramp. Catch the mouse. Empty hands never work.

Mouse. Use it in the cracked pipe on the TV wall. It pushes out the hexagonal-handle key. Players who treat the pipe as scenery stall here for twenty minutes.

Hexagonal-handle key. From the pipe. Opens the last TV-cabinet door: screwdriver and wine.

Screwdriver. Unscrews the vampire painting on the boarded-door wall. Behind the canvas is the safe. Close the painting again to work on the portrait.

Wine. Combine with the goblet. Offer the filled glass with garlic, cross, and mirror in pinboard order. Method: vampire safe.

Lever. Inside the safe. Pull it. The front door unlatches. Story notes wait on the ending page.

Combine cheat-sheet

  • Torn paper + notebook page → symbol order
  • Matches + candle → light for the mouse hole
  • Cable + tape → TV power
  • Handle + shard → knife
  • Wine + goblet → offering
  • Bowl + cheese + board → mouse

If a combine fails, you selected the wrong pair in the inventory tray, not a bug. Getting Started covers the tap-versus-click habit on Steam.

What is not an item

Photos, diary pages, and newspaper clippings are clues. They do not sit in the tray as spendable objects. The pinboard clippings shuffle; copy your order. The VHS still is a picture of dial positions, not a code you type elsewhere.

There are no weapons, skins, or redeemable gift strings. Anyone selling “item codes” for this title is mixing it up with a live-service game. This wiki’s Codes hub is padlocks.

Keep this list beside the notebook tool. When a lock looks broken, scroll here first, then rotate the four walls again.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Where is the mouse?

Trap it at the hole with bowl, cheese, and the floorboard ramp, then send it into the cracked pipe on the TV wall.

What does the glove do?

Lets you open the live electrical box by the window so the outdoor lamp can light. Required for the window padlock.

Do items change between playthroughs?

No. Locations and combines stay fixed. Only the codes those items unlock shuffle. See randomized puzzles.

Is there a second inventory in Premium?

The secret scene adds extra riddles after the door. The main-house list on this page is complete for the lever.