The Amulet
Three pieces, one shatterable hourglass of fate, and a Vizier who will not wait.
The Amulet of Time is the central magical artifact of the Prince of Persia franchise, first introduced in Jordan Mechner's 1989 original. It is a time-manipulation relic whose power can reshape or reverse the flow of time, making it the object of desire for the villainous Vizier and the thing the Prince must either secure or destroy. Across the series it functions as both a collectible objective and a story-critical plot device, anchoring the narrative tension in every entry where it appears.
In the original 1989 game the amulet is split into three separate pieces scattered through the palace, and the Prince's goal is to gather them before the Vizier can. In later entries, particularly Prince of Persia: The Two Thrones (2005), the assembled Amulet of Time becomes the means by which the Prince attempts to undo the catastrophic damage wrought by the Sands of Time, shifting its role from a collectible to a one-use narrative instrument.
- Type
- Time-manipulation artifact / plot device
- First appears
- Prince of Persia (1989)
- Primary antagonist linked
- The Vizier
- Protagonist linked
- The Prince
- Role in original (1989)
- Three-piece collectible objective
- Role in The Two Thrones (2005)
- Story-critical one-use time-reversal item
- Status in canon
- Destructible / consumable (varies by title)
Lore & Background
In the original Prince of Persia, the Amulet of Time is described as an ancient relic of immense power, capable of bending the river of hours to the will of its wielder. The Vizier, a scheming court figure who has already seized the throne, seeks to harness that power to consolidate his rule over the kingdom. The Prince, a young man of no particular rank, is thrust into the role of guardian: he must navigate the labyrinthine palace, dodge traps and enemies, and retrieve the three fragments before the Vizier can reassemble them. The amulet's design is ornate and distinctly Persian in aesthetic—gold, lapis, and intricate filigree—evoking the courtly luxury of the setting.
By the time of The Two Thrones, the Amulet of Time has become a narrative keystone rather than a simple collectible. The Sands of Time, unleashed in the preceding game, have begun to unravel the world itself, and the Amulet is the only known instrument capable of reversing the damage. The Prince is given a single, desperate window to use it, and the entire game builds toward that climactic act of temporal reversal. The artifact thus shifts from a goal to be reached into a burden to be borne: the Prince must decide whether wielding such power is worth the cost.
Across the franchise the Amulet of Time serves as a through-line for the theme of time as both enemy and ally. It is never merely a power-up; it is a moral and narrative weight, a reminder that the Prince's victories are always provisional, always subject to the next turning of the sands.
In Their Own Story
The corridor was cold stone and older memory. The Prince pressed his palm flat against the wall and felt the vibration of something ticking—not a clock, not a heart, but the slow grind of hours being ground into dust somewhere far below the palace. He had the second piece now, warm against his chest like a coal wrapped in silk. Somewhere behind him, the Vizier's laughter echoed off tile floors that hadn't seen sunlight in a century. The third piece was in the throne room, sitting on a pedestal of black marble, and the Prince knew, with the calm certainty of a man who has already died once in this corridor, that the Vizier would be waiting. He adjusted the strap over his shoulder, checked the edge of his short sword, and walked forward into the dark.
Reader's Guide
In the original Prince of Persia (1989, Broderbund / Jordan Mechner), the Amulet of Time is split into three separate pieces placed in different sections of the palace. Each piece is a functional pickup: collecting all three is required to progress and ultimately confront the Vizier. The pieces are purely story-critical; they do not grant any mechanical buff or ability. Visually they appear as small golden fragments with a distinct amulet shape.
In Prince of Persia: The Two Thrones (2005, Ubisoft Montreal), the Amulet of Time reappears as a single, assembled artifact. It is not a collectible but a story-critical item the Prince uses in the final act to reverse the Sands of Time damage. Its role is narrative rather than mechanical—activating it triggers the game's climactic sequence. The visual design is more elaborate than the 1989 pieces, with a fuller pendant shape and more detailed filigree, consistent with the higher-fidelity art direction of the Sands of Time trilogy.
In neither title does the Amulet function as a repeatable power-up or inventory item. It is always a one-time story object: collect and use, or destroy. There is no crafting, no stacking, no secondary mechanical effect. Its significance is entirely narrative, which is what makes it one of the most recognizable symbols in the franchise.
Did You Know?
- In the original 1989 Prince of Persia, the amulet is not a single object but three separate pieces the player must find in different parts of the palace.
- The Amulet of Time is the one artifact in the franchise that can reverse the Sands of Time, making it the narrative counterweight to the Jar introduced in The Sands of Time (2003).
- The Vizier, the amulet's primary pursuer, is one of the most recognizable villains in the entire franchise and appears in multiple entries across different timelines.
- The Amulet of Time is never a repeatable or stackable item in any Prince of Persia title; it is always a one-use, story-critical artifact.
More in Items & Equipment
Elsewhere in the Prince of Persia universe
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