Stellar history 2005.11.5. You are about to engage an enemy spacecraft as the captain of the UAZ Advance spacecraft. Fortunately, the enemy spaceship is still unnoticed. In addition, the space coordinates of the enemy are already known, and the "feather cannon" that emits a powerful straight beam is ready to launch. After that, I just issue a launch command.

However, there is an energy barrier installed by the enemy in outer space. The barrier is triangular and bounces off the "feather cannon" beam. Also, if the beam hits the barrier, the enemy will notice and escape. If you cannot determine that you will hit in advance, you will not be able to issue a launch command.

Therefore, enter the cosmic coordinates (three-dimensional coordinates x, y, z) of the UAZ Advance, enemy, and barrier positions, and if the beam avoids the barrier and hits the enemy, "HIT", if it hits the barrier " Create a program that outputs "MISS".

However, the barrier is only for those that look like a triangle from the Advance issue, and nothing that looks like a line segment is crushed. Barriers are also valid at boundaries containing triangular vertices and shall bounce the beam. Also, if the enemy is in the barrier, output "MISS".

Constraints

* -100 ≤ x, y, z ≤ 100
* The UAZ Advance and the enemy are never in the same position.

Input

The format of the input data is as follows:

The first line is the coordinates of UAZ Advance (x, y, z) (integer, half-width space delimited)
The second line is the coordinates of the enemy (x, y, z) (integer, half-width space delimiter)
The third line is the coordinates of vertex 1 of the barrier (x, y, z) (integer, half-width space delimiter)
The fourth line is the coordinates (x, y, z) of the vertex 2 of the barrier (integer, half-width space delimiter)
The fifth line is the coordinates (x, y, z) of the vertex 3 of the barrier (integer, half-width space delimiter)

Output

Output on one line with HIT or MISS.

Examples

Input

-10 0 0
10 0 0
0 10 0
0 10 10
0 0 10


Output

HIT


Input

-10 6 6
10 6 6
0 10 0
0 10 10
0 0 10


Output

MISS
#include <bits/stdc++.h>
using namespace std;

#define dump(...) cout<<"# "<<#__VA_ARGS__<<'='<<(__VA_ARGS__)<<endl
#define repi(i,a,b) for(int i=int(a);i<int(b);i++)
#define peri(i,a,b) for(int i=int(b);i-->int(a);)
#define rep(i,n) repi(i,0,n)
#define per(i,n) peri(i,0,n)
#define all(c) begin(c),end(c)
#define mp make_pair
#define mt make_tuple

typedef unsigned int uint;
typedef long long ll;
typedef unsigned long long ull;
typedef pair<int,int> pii;
typedef vector<int> vi;
typedef vector<vi> vvi;
typedef vector<ll> vl;
typedef vector<vl> vvl;
typedef vector<double> vd;
typedef vector<vd> vvd;
typedef vector<string> vs;

constexpr int INF=1e9;
constexpr int MOD=1e9+7;
constexpr double EPS=1e-8;

template<typename T1,typename T2>
ostream& operator<<(ostream& os,const pair<T1,T2>& p){
	return os<<'('<<p.first<<','<<p.second<<')';
}
template<typename Ostream,typename Container>
Ostream& operator<<(Ostream& os,const Container& c){
	os<<'[';
	for(auto i=begin(c);i!=end(c);++i)
		os<<(i==begin(c)?"":" ")<<*i;
	return os<<']';
}

bool GaussJordan(const vvd& _a,const vd& b,vd& x)
{
	int n=_a.size();
	vvd a(n,vd(n+1));
	rep(i,n){
		copy(all(_a[i]),begin(a[i]));
		a[i][n]=b[i];
	}
	
	rep(i,n){
		int p=i;
		repi(j,i+1,n) if(abs(a[p][i])<abs(a[j][i])) p=j;
		if(abs(a[p][i])<EPS) return false;
		swap(a[i],a[p]);
		peri(j,i,n+1) a[i][j]/=a[i][i];
		rep(j,n) if(j!=i) peri(k,i,n+1) a[j][k]-=a[j][i]*a[i][k];
	}
	
	rep(i,n) x[i]=a[i][n];
	return true;
}

struct Point{
	double x,y,z;
	Point(){}
	Point(double x,double y,double z):x(x),y(y),z(z){}
	Point& operator+=(Point p){x+=p.x,y+=p.y,z+=p.z; return *this;}
	Point& operator-=(Point p){x-=p.x,y-=p.y,z-=p.z; return *this;}
	Point& operator*=(double c){x*=c,y*=c,z*=c; return *this;}
	Point& operator/=(double c){x/=c,y/=c,z/=c; return *this;}
};
Point operator+(Point a,Point b){return a+=b;}
Point operator-(Point a,Point b){return a-=b;}
Point operator*(Point a,double c){return a*=c;}
Point operator*(double c,Point a){return a*=c;}
Point operator/(Point a,double c){return a/=c;}
ostream& operator<<(ostream& os,const Point& p){
	return os<<'('<<p.x<<','<<p.y<<','<<p.z<<')';
}

int main()
{
	Point me; cin>>me.x>>me.y>>me.z;
	Point enemy; cin>>enemy.x>>enemy.y>>enemy.z;
	vector<Point> barriers(3);
	for(auto& b:barriers) cin>>b.x>>b.y>>b.z;
	
	//dump(me); dump(enemy); dump(barriers);
	
	// ビーム: p+dt (位置ベクトルp, 方向ベクトルd, 媒介変数t)
	// バリア: q+eu+fv (位置ベクトルq, 方向ベクトルe,f, 媒介変数u,v)
	Point p=me,d=enemy-me;
	Point q=barriers[0],e=barriers[1]-barriers[0],f=barriers[2]-barriers[0];
	
	// p+dt=q+eu+fvをt,u,vについて解く(x=(t,u,v))
	vvd a={{d.x,-e.x,-f.x},
				 {d.y,-e.y,-f.y},
				 {d.z,-e.z,-f.z}};
	vd b={q.x-p.x,
				q.y-p.y,
				q.z-p.z};
	vd x(3);
	GaussJordan(a,b,x);
	double t=x[0],u=x[1],v=x[2];
	
	// バリアが自分と敵の間にある
	if(EPS<t && t<1+EPS){
		// バリアを含む平面上の点q+eu+fvを二次元平面上の点(u,v)に射影する．
		// すると，バリアを構成する3点はそれぞれ(0,0),(1,0),(0,1)に射影されているので，
		// (u,v)がこの三角形の内側にあるか判定すればよい．
		if(-EPS<u && -EPS<v && u+v<1+EPS)
			cout<<"MISS"<<endl;
		else
			cout<<"HIT"<<endl;
	}
	else
		cout<<"HIT"<<endl;
}