Young readers will find themselves in the role of explorers of fairy-tale worlds: with a route sheet in hand, they will solve tasks, search for clues on the shelves, and meet mythical creatures from their favorite books. The quest turns a walk through the library into a game that awakens interest in reading and stimulates the imagination. The first acquaintance with the library is often remembered for a lifetime, especially when a game is hidden behind the bookshelves. On this day, the usual reading room transforms into an adventure territory: route sheets lie on the circulation desk, and between the shelves are hidden riddles, codes, and small challenges for curious explorers. The quest is designed as a walk through the entire library space, where each stop is related to a hero or creature from children's books. The kids will recall in which stories a particular character appears, find the necessary books based on clues, and carefully examine illustrations and design details. Thus, reading ceases to be something abstract and is immediately connected to personal experience and lively movement. The format of independent passage makes the game especially comfortable for children and parents. You can choose a convenient time, go at your own pace, return to tasks that seemed difficult, or, conversely, move quickly to favorite topics. At the same time, the route sheet provides a clear structure: participants always understand where they are, how many stations have already been passed, and what discoveries await ahead. The quest is aimed at younger schoolchildren and those who are already reading confidently or just taking their first steps. It helps develop attention, observation, spatial orientation skills, and gently introduces children to the rules of behavior in the library. For adults, it is an opportunity to look at a familiar place through a child's eyes and recall their own impressions from children's books. Conversations along the route take on special significance in such a game. Children discuss which characters they are afraid of, to whom they feel empathy, and which stories seem funny or, on the contrary, sad.