1, 11, 5, 15, 32, 47, 64, 54, 60, 50, 35, 41, 26, 9, 3, 13, 7, 24, 39, 56, 62, 45, 30, 20, 37, 22, 28, 38, 21, 36, 19, 25, 10, 4, 14, 8, 23, 40, 55, 61, 51, 57, 42, 59, 53, 63, 48, 31, 16, 6, 12, 2, 17, 34, 49, 43, 58, 52, 46, 29, 44, 27, 33, 18 and back to 1.
To remember these moves in their proper order is an excellent application of the Hitching Post idea, and use of the Code List representing the moves in consecutive order as 1, 2, 3, 4, etc., and any word with it that will represent the number of the square to which the Knight is to move. The list following begins with the first square as the starting place:
| Tie | and | Hut | Town | and | Riot |
| Snow | and | Dude | Dime | and | Hinge |
| Home | and | Owl | Deer | and | Ape |
| Wire | and | Doll | Towel | and | Ham |
| Wheel | and | Maine | Ditch | and | Team |
| Sash | and | Rug | Duck | and | Oak |
| Egg | and | Cherry | Taffy | and | Snare |
| Ivy | and | Lawyer | Depot | and | Imp |
| Whip | and | Chess | Nose | and | Latch |
| Toes | and | Lace | Net | and | China |
| Dot | and | Mill | Nun | and | Reel |
Follow on through the sixty-four moves using the code words for the sequence of the move and any words you wish that stand for the number of the squares on the board.
When you have pictured all the objects together, the first object will keep the sequence of the moves clearly in mind, and the second will reveal the number of the square to which the Knight is to move. You can very quickly go over the pictures and give the moves of the Knight. The first move, Tie, begins with Hut or square No. 1. The second move, Snow, is Dude or square 11; the third move, Home, is Owl, or square 5; the fourth move, Wire, is Doll, or square 15; the fifth move, Wheel, is Maine, or square 32. Each move is represented by the picture which you have with the succeeding word of your code list.
As soon as you are familiar with these pictures you can begin with any square designated. If you are asked to begin with square 24 you know that 24 is Snare, which is pictured with Taffy. Taffy is 18, so you begin with the 18th move.
Knight's Tour by Story
Another method of following the Knight's tour is to learn the following story, the words of which are based upon the Number Code, each word giving the number of the square to which the Knight should move next. The story begins with the square 1. After you have learned the story, go over it and instead of saying the words, speak the number of the square as represented by the word of the story. This first sentence is an example: The TIDE IS LOW, a TALL MAN is ROWING. These words represent the following figures: 1, 11, 5, 15, 32, 47.
First learn the story, then practice until you are able to go over the whole thing and speak the figures 1, 11, 5, etc. After you are thoroughly acquainted with the number values of the words you can allow the persons looking on to select any square on the board as the starting place. For instance, if square 32 should be selected you would know that the word MAN stands for 32, and so you would begin with MAN. The next move would be the next word, ROWING (47), and so on through the story. When you come to the end of the story you must go back to the beginning and work forward to the word MAN, so as to cover the entire board.
To learn the Knight's tour is excellent training, and gives you an excellent method of entertaining your friends, as they will scarcely believe it possible that you can remember the 64 moves without error.