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>

#define REP(i,s,n) for(int i=s;i<n;i++)
#define rep(i,n) REP(i,0,n)
#define IINF (INT_MAX)
#define EPS (1e-7)
#define equals(a,b) (fabs((a)-(b))<EPS)

using namespace std;

//作成中 どれもVirifyしてない
class Point3d{
public:
  double x,y,z;

  Point3d(double x=0,double y=0,double z=0):x(x),y(y),z(z){}

  Point3d operator + (const Point3d& a){
    return Point3d(x+a.x,y+a.y,z+a.z);
  }
  Point3d operator - (const Point3d& a){
    return Point3d(x-a.x,y-a.y,z-a.z);
  }
  Point3d operator * (const double& d){
    return Point3d(x*d,y*d,z*d);
  }
  Point3d operator / (const double& d){
    return Point3d(x/d,y/d,z/d);
  }

  bool operator < (const Point3d& p)const{
    return !equals(x,p.x)?x<p.x:((!equals(y,p.y))?y<p.y:z<p.z);
  }

  bool operator == (const Point3d& p)const{
    return equals(x,p.x) && equals(y,p.y) && equals(z,p.z);
  }

};

struct Segment3d{
  Point3d p[2];
  Segment3d(Point3d p1=Point3d(),Point3d p2=Point3d()){
    p[0] = p1, p[1] = p2;
  }
  bool operator == (const Segment3d& seg)const{
    return p[0] == seg.p[0] && p[1] == seg.p[1];
  }
};

typedef Point3d Vector3d;
typedef Segment3d Line3d;




ostream& operator << (ostream& os,const Point3d& p){
  os << "(" << p.x << "," << p.y << "," << p.z << ")";
}

ostream& operator << (ostream& os,const Segment3d& seg){
  os << "(" << seg.p[0] << "," << seg.p[1] << ")";
}

double dot(const Point3d& a,const Point3d& b){
  return a.x*b.x + a.y*b.y + a.z*b.z;
}

Vector3d cross(const Point3d& a,const Point3d& b){
  return Vector3d(a.y*b.z-a.z*b.y,a.z*b.x-a.x*b.z,a.x*b.y-a.y*b.x);
}

inline double norm(const Point3d &p){
  return p.x*p.x + p.y*p.y + p.z*p.z;
}

inline double abs(const Point3d &p){
  return sqrt(norm(p));
}

inline double toRad(double theta){
  return theta * M_PI / 180.0;
}



bool on_line3d(Line3d line,Point3d p){
  //cout << cross(p-line.p[0],line.p[1]-line.p[0]) << endl;
  return equals(abs(cross(p-line.p[0],line.p[1]-line.p[0])),0);
}

bool on_segment3d(Segment3d seg,Point3d p){
  if( !on_line3d(seg,p) ) return false;
  double dist[3] = { abs(seg.p[1]-seg.p[0]), abs(p-seg.p[0]), abs(p-seg.p[1]) };  
  //cout << dist[0] << " " << dist[1] << " " << dist[2] << endl;
  return on_line3d(seg,p) && equals(dist[0],dist[1]+dist[2]);
}

bool point_on_the_triangle3d(Point3d tri1,Point3d tri2,Point3d tri3,Point3d p){

  //線分上にpがあった場合、三角形内とみなす
  if( on_segment3d(Segment3d(tri1,tri2),p) ) return true;
  if( on_segment3d(Segment3d(tri2,tri3),p) ) return true;
  if( on_segment3d(Segment3d(tri3,tri1),p) ) return true;

  Vector3d v1 = tri2 - tri1;
  Vector3d v2 = tri3 - tri2;
  Vector3d v3 = tri1 - tri3;

  Vector3d cp[3] = { cross(v1,tri2-p), cross(v2,tri3-p), cross(v3,tri1-p) };
  //Vector3d cp[3] = { cross(v1,p-tri1), cross(v2,p-tri2), cross(v3,p-tri3) };
  //cout << cp[0] << " | " << cp[1] << " | " << cp[2] << endl;
  double d1 = dot(cp[0],cp[1]);
  double d2 = dot(cp[0],cp[2]);

  // 線分上にpがあった場合,三角形内とはみなさない
  //if( ( !equals(d1,0.0) && d1 > 0 ) && ( !equals(d2,0.0) && d2 > 0 ) ) return true;

  // 線分上にpがあった場合,三角形内とみなす
  if( ( equals(d1,0.0) || d1 > 0 ) && ( equals(d2,0.0) || d2 > 0 ) ) return true;
  return false;
}

inline Point3d rotateX(Point3d p,double rad){
  return Point3d(p.x,p.y*cos(rad)-p.z*sin(rad),p.y*sin(rad)+p.z*cos(rad));
}

inline Point3d rorateY(Point3d p,double rad){
  return Point3d(p.x*cos(rad)+p.z*sin(rad),p.y,-p.x*sin(rad)+p.z*cos(rad));
}

inline Point3d rorateZ(Point3d p,double rad){
  return Point3d(p.x*cos(rad)-p.y*sin(rad),p.x*sin(rad)+p.y*cos(rad),p.z);
}

inline Point3d rotateEuler(Point3d p,double alpha,double beta,double gamma){
  return Point3d( (cos(alpha)*cos(beta)*cos(gamma)-sin(alpha)*sin(gamma)) * p.x + (-cos(alpha)*cos(beta)*sin(gamma)-sin(alpha)*cos(gamma)) * p.y + (cos(alpha)*sin(beta)) * p.z,
		  (sin(alpha)*cos(beta)*cos(gamma)+cos(alpha)*sin(gamma)) * p.x + (-sin(alpha)*cos(beta)*sin(gamma)+cos(alpha)*cos(gamma)) * p.y + (sin(alpha)*sin(beta)) * p.z,
		  (-sin(beta)*cos(gamma)) * p.x + (sin(beta)*sin(gamma)) * p.y + (cos(beta)) * p.z);
}

inline Point3d rotateRollPitchYaw(Point3d p,double roll,double pitch,double yaw){
  return Point3d( ( cos(roll) * cos(pitch) ) * p.x + ( cos(roll) * sin(pitch) * sin(yaw) - sin(roll) * cos(yaw) ) * p.y + ( cos(roll) * sin(pitch) * cos(yaw) + sin(roll) * sin(yaw) ) * p.z,
		  ( sin(roll) * cos(pitch) ) * p.x + ( sin(roll) * sin(pitch) * sin(yaw) + cos(roll) * cos(yaw) ) * p.y + ( sin(roll) * sin(pitch) * cos(yaw) - cos(roll) * sin(yaw) ) * p.z,
		  -sin(pitch) * p.x + cos(pitch) * sin(yaw) * p.y + cos(pitch) * cos(yaw) * p.z);
}


class Plane3d{
public:
  Point3d normal_vector; //法線ベクトル
  double d; // 平面方程式 normal_vector.x * x + normal_vector.y * y + normal_vector.z * z + d = 0

  Plane3d(Point3d normal_vector=Point3d(),double d=0):normal_vector(normal_vector),d(d){}
  Plane3d(Vector3d a,Vector3d b,Vector3d c){
    Vector3d v1 = b - a;
    Vector3d v2 = c - a;
    Vector3d tmp = cross(v1,v2);
    normal_vector = tmp / abs(tmp);
    set_d(a);
  }

  //法線ベクトルnormal_vectorと平面上の１点からdを計算する
  void set_d(Point3d p){
    d = dot(normal_vector,p);
  }

  //平面と点pの距離を求める
  double distanceP(Point3d p){
    Point3d a = normal_vector * d;//平面上の適当な点をつくる
    return abs( dot(p-a,normal_vector) );
  }

  //平面上でもっとも点pと近い点を求める
  Point3d nearest_point(Point3d p){
    Point3d a = normal_vector * d;
    return p - ( normal_vector * dot(p-a,normal_vector) );
  }

  //平面と線分が交差するか
  bool intersectS(Segment3d seg){
    Point3d a = normal_vector * d;
    double res1 = dot(a-seg.p[0],normal_vector);
    double res2 = dot(a-seg.p[1],normal_vector);
    if( res1 > res2 ) swap(res1,res2);
    //cout << res1 << " < " << res2 << endl;
    if( ( equals(res1,0.0) || res1 < 0 ) && ( equals(res2,0.0) || res2 > 0 ) ) return true;
    return false;
  }

  //平面と線分の交点を求める
  Point3d crosspointS(Segment3d seg){
    Point3d a = normal_vector * d;
    double dot_p0a = fabs(dot( seg.p[0]-a,normal_vector ));
    double dot_p1a = fabs(dot( seg.p[1]-a,normal_vector ));
    if( equals(dot_p0a+dot_p1a,0) ) return seg.p[0];
    return seg.p[0] + ( seg.p[1] - seg.p[0] ) * ( dot_p0a / ( dot_p0a + dot_p1a ) );
  }

};

const string Y="HIT", N = "MISS";
int main(){

  Point3d tri[3],S,G;
  cin >> S.x >> S.y >> S.z;
  cin >> G.x >> G.y >> G.z;
  rep(i,3)cin >> tri[i].x >> tri[i].y >> tri[i].z;

  Plane3d plane(tri[0],tri[1],tri[2]);
  Segment3d seg(S,G);

  if( !plane.intersectS(seg) ){
    cout << Y << endl;
    return 0;
  }

  Point3d cp = plane.crosspointS(seg);
  //cout << cp << " : " << point_on_the_triangle3d(tri[0],tri[1],tri[2],cp) << endl;
  cout << (point_on_the_triangle3d(tri[0],tri[1],tri[2],cp)?N:Y) << endl;
  return 0;
}