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Plot Summary


As the film opens, we are taken back by a heartfelt flashback to a serene field where a young Suzume Iwato wanders alone, her voice echoing as she calls out for her mother. This touching moment is brightened by a gentle smile, and as Suzume’s tears fade, we shift to her older self who awakens from this poignant dream.

Now a teenager living with her aunt Tamaki Iwato in Kyushu, Suzume’s daily life takes an unexpected turn when she encounters Sota Munakata, who ignites a familiar spark within her. While she navigates the trials of high school, the memory of this mysterious stranger lingers in her mind, drawing her further into an intriguing journey.

Driven by her curiosity, Suzume seeks answers at an abandoned onsen resort, where she discovers a door leading to a mesmerizing starry realm known as the Ever-After. Despite her initial inability to enter this magical space, her determination to uncover its mysteries compels her to try further.

Her adventure escalates when she comes across a frozen cat statue, which, upon thawing, transforms into a living feline that quickly vanishes, leaving Suzume pondering the meaning behind this encounter. Suddenly, an earthquake’s tremors break her reverie, and a swirling vortex manifests, revealing chaos only Suzume can see.

In the midst of this turmoil, she finds herself back at the onsen, where Sota battles an entity known as “The Worm.” With his mentorship, Suzume aids him in sealing away this malevolent force, which erupts in a deluge of rain as a result.

After the turmoil, Suzume cares for Sota, tending to his injuries while learning that he is a “closer,” a protector of the Earth against the Worm’s devastating influence. The mysterious cat reappears at her window, its likeable demeanor revealing a surprising connection to Suzume. However, its attention shifts to Sota, and with intense resolve, the cat morphs him into a three-legged chair—a bizarre twist that irrevocably links him to her life.

As the chase for the feline named Daijin intensifies, they end up on a boat, which Daijin hijacks toward the Ehime Ferry. Meanwhile, social media explodes with tales regarding the unusual running chair, dubbed “Daijin,” highlighting its crucial role in warding off the Worm. Suzume and Sota soon realize that removing Daijin had unleashed dark forces upon them.

Their quest leads them to meet Chika Amabe, an exuberant young girl who, after a mishap with her oranges, inspires Suzume and Sota to lend a helping hand. In their continued mission, they encounter the Worm once again through another door in Shikoku. Sota explains to Suzume that to close this portal, she must delve into the collective memories of the area’s past inhabitants. Through this journey of empathy, Suzume unlocks those secrets, enabling them to secure the doorway.

After a heartfelt goodbye to Chika, Suzume and Sota remain focused on finding Daijin. They soon wind up at the home of Rumi Ninomiya, a caring woman whose children mistake Sota for a sophisticated toy robot. While Suzume assists Rumi, the pair catch sight of Daijin once more, prompting them to pursue once again.

Their relentless pursuit brings them to a derelict amusement park, where an eerie portal pulsates with energy, necessitating sealing to thwart further chaos. A climactic confrontation at the Ferris wheel results in a desperate attempt to reverse Sota’s transformation into a chair, leading to a tumble from their precarious spot, and ultimately, a return to Rumi’s home for respite.

Later, navigating in Tokyo, Sota reveals the ancient legend of Namazu—the formidable Worm that could devastate the city if unleashed. Meanwhile, unexpected news from Tomoya Serizawa about Sota’s personal struggles deepens their perilous situation.

As they venture out again, the sight of Daijin looming at the Tokyo gate creates an air of dread. Awareness dawns that the Worm is on the brink of escaping, intensifying their race against time. Daijin reveals he has made Sota the keystone in this impending disaster, intertwining their fates; it becomes clear to Suzume that she must embrace her new role with urgency.

With Sota firmly established as the keystone, Suzume places him upon the Worm, sealing the gateway and sacrificing any chance of altering his destiny. Daijin’s sorrow is evident as Suzume bids him farewell, each word laden with emotion.

Following this pivotal juncture, Suzume is drawn to Sota’s grandfather, Hitsujiro, in the hospital, where he shares his knowledge of the Worm and its gates, hinting at a deeper connection that may offer hope. Hitsujiro suggests that if Suzume can reach the Ever-After, she might have the means to save Sota.

As she departs, Tamaki, in a frantic search, finally finds her. Joined by Serizawa, they set off to locate Sota, leading to revelations and tensions reflecting on Tamaki’s actions being manipulated by a dark force, Sadaijin, that takes form as a menacing black cat.

Arriving at Tamaki’s childhood home—a haunting site steeped in tragedy—Suzume uncovers a doorway leading to the Ever-After, where both Daijin and Sadaijin dwell. With the Worm threatening to break free, Sadaijin takes battle form against this evil, while Suzume discovers Sota ensnared in chair-like confinement.

Ultimately, Daijin embraces his fate as a keystone, enabling Sota to regain his humanity, but only after beseeching Suzume to restore his original position. With Daijin’s sacrifice, the Worm is defeated, and the Ever-After sealed away.

As Suzume gazes upon the horizon, she is transported back to her younger self, now grieving her mother. The older Suzume comforts her, promising brighter days ahead filled with love alongside Sota. She gifts her younger self the cherished chair crafted by her mother’s care.

As they part ways, Sota returns to his duties as a closer, promising to reunite with Suzume. The young woman rediscovers connections with Tamaki, introducing her to Rumi and embracing her academic dreams while cherishing the serendipitous meetings with Chika, reinforcing that Sota’s return—bringing closure and joy—will illuminate her journey ahead.

Timeline


Young Suzume's Search

The story begins with a poignant flashback to a serene field where a young Suzume Iwato wanders alone, calling out for her mother. This emotional scene highlights her longing and sets the tone for her journey of growth and discovery.

Childhood Field

Teenage Suzume's Encounter

Now a teenager living with her aunt Tamaki in Kyushu, Suzume's life changes when she meets Sota Munakata. This encounter sparks a familiar feeling within her, marking the beginning of her thrilling adventure.

Teenage Years Kyushu

Discovery of the Ever-After

In her quest for knowledge, Suzume visits an abandoned onsen resort where she discovers a door to a magical realm known as the Ever-After. Although she struggles to enter, her determination pushes her to keep trying even in the face of uncertainty.

Abandoned Onsen Resort

The Mysterious Cat

While exploring the onsen, Suzume finds a frozen cat statue which unexpectedly transforms into a living cat. This strange encounter is interrupted by an earthquake, leading her into a realm of chaos that only she can perceive.

Onsen

Facing The Worm

After Suzume returns to the onsen, she finds Sota fighting an entity known as 'The Worm'. Together, they initiate a battle against this malevolent force and manage to seal it away, but chaos ensues in the process.

Onsen

Caring for Sota

After the confrontation, Suzume tends to Sota's injuries. During their time together, she learns about his role as a 'closer,' a protector against the Worm's destructive influences, deepening her understanding of her involvement in this conflict.

Suzume's Home

Daijin's Hijinks

The hilarious antics of Daijin, the cat, escalate when it hijacks a boat taking Suzume and Sota towards the Ehime Ferry. This moment becomes a key part of their journey, as social media begins hyping the curious phenomenon surrounding the 'running chair'.

Ehime Ferry

Meeting Chika Amabe

Suzume and Sota encounter Chika Amabe, an exuberant girl who, after a mishap with oranges, inspires them to lend a helping hand. This meeting revitalizes their mission, as they continue to track Daijin while facing challenges from the Worm.

Local Community

Revisiting the Worm

Their quest leads them to face the Worm again, where Sota guides Suzume to delve into the memories of the region's past. This journey fosters a deeper connection to the land and its people, ultimately helping them seal the portal.

Shikoku

Rumi's Mistaken Identity

Suzume and Sota arrive at Rumi Ninomiya's home, where her children playfully mistake Sota for a sophisticated toy robot. Amidst this lighthearted moment, they continue their search for Daijin, determined to end the chaos the Worm has caused.

Rumi's Home

Climactic Confrontation

At a derelict amusement park, Suzume and Sota face a monumental challenge. The pulsating portal they encounter requires sealing, leading to a intense battle atop a ferris wheel to reverse Sota's transformation into a chair.

Amusement Park

Legacy of the Namazu

In Tokyo, as they regroup, Sota reveals the legend of Namazu, the powerful Worm that poses a significant threat to the city. Concerns heighten when news arrives about Sota's personal struggles, complicating their already perilous mission.

Tokyo

Final Stand Against the Worm

With Daijin's strange influence over Sota now apparent, a race against time ensues as they realize the Worm's imminent escape. The stakes peak as Suzume must step into her new role to resolve the crisis.

Tokyo Gate

The Sacrifice

In a gripping act of bravery, Suzume seals the gateway by sacrificing Sota's chance at normalcy. The emotional weight of this decision resonates deeply, with Daijin sorrowfully witnessing the conclusion of their intertwined fates.

Ever-After

Return to Hope

As the chaos subsides, Suzume finds herself back in her childhood, comforting her younger self. She reassures her that brighter days are coming, and as they part, she gifts her younger self a cherished chair made by her mother.

Childhood Field

Characters


Suzume Iwato

Suzume is a determined and curious teenager who embarks on a magical adventure that profoundly alters her life. With a strong connection to her past, including her late mother, she uses her experiences to navigate the challenges of her present. Throughout the film, she showcases resilience, empathy, and a willingness to embrace her destiny.

👧 Teenager 🧚‍♀️ Adventurer 💖 Resilient

Sota Munakata

Sota is a complex character, serving as a mentor to Suzume while also carrying the weight of his own struggles as a closer. His commitment to protecting the Earth from the Worm reveals his courageous nature, and he shares a profound bond with Suzume, making their journey one of partnership and mutual growth. His transformation into a chair symbolizes both sacrifice and the interconnectedness of their fates.

🧑‍🏫 Mentor 🛡️ Protector 🧙‍♂️ Transformed

Tamaki Iwato

Tamaki is Suzume's caring aunt, who presents a stable yet challenging role in Suzume's life. Her search for Suzume during the upheaval reveals her deep love and concern, showcasing her protective instincts. Tamaki's journey reflects the theme of familial bonds and the struggles of nurturing love amidst chaos.

👩‍👧 Guardian 🏡 Supportive 💞 Caring

Daijin

Daijin, a magical cat, plays a whimsical yet pivotal role in Suzume's journey. He serves as a catalyst for the adventure, embodying the chaos and charm of their quest. Through his transformations and antics, he remains a dear companion who teaches important lessons about fate and sacrifice.

🐈 Magical 🎭 Trickster 🌟 Catalyst

Setting


Time period

Contemporary

Set in a contemporary setting, the film echoes the complexities of modern teenage life amidst an adventure steeped in folklore. As natural disasters like earthquakes affect the world, the story intertwines personal growth with the struggle against ancient forces, showcasing a blend of current societal issues and timeless legends.

Location

Kyushu, Ehime, Shikoku, Tokyo

The film unfolds in various picturesque locales, starting in Kyushu, where Suzume lives with her aunt, providing a backdrop of serene landscapes. As the story progresses, they venture to the vibrant city of Tokyo, along with significant locations like Shikoku and the mysterious Ever-After realm, each representing different facets of adventure and emotional growth.

🏞️ Nature 🌆 City

Themes


🌌

Adventure

The theme of adventure permeates the film as Suzume embarks on a quest filled with magical discoveries and ancient lore. Her journey is not just physical but emotional, learning about herself and her connections to others as she confronts challenges. This adventure ultimately leads to significant personal growth and understanding.

💔

Loss

The narrative explores the theme of loss as Suzume grapples with her memories of her mother and the emotional void left behind. Throughout the film, she learns to navigate her grief, transforming it into strength as she forges meaningful connections and understands the value of her past. The culmination leads to a poignant resolution of acceptance and hope.

Destiny

Destiny plays a crucial role as the characters confront their fated connections, particularly between Suzume and Sota. Their intertwined paths lead to revelations about their respective roles in combating the Worm and ultimately influence their choices. The theme emphasizes the power of acceptance in shaping one’s destiny and the connections that guide those decisions.

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