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 rep(i,n) REP(i,0,n)
#define REP(i,s,e) for(int i=(s); i<(int)(e); i++)
#define repr(i, n) REPR(i, n, 0)
#define REPR(i, s, e) for(int i=(int)(s-1); i>=(int)(e); i--)
#define pb push_back
#define all(r) r.begin(),r.end()
#define rall(r) r.rbegin(),r.rend()
#define fi first
#define se second
  
typedef long long ll;
typedef vector<int> vi;
typedef vector<ll> vl;
typedef pair<int, int> pii;
typedef pair<ll, ll> pll;
 
// #define DEBUG_MODE
#ifdef DEBUG_MODE
#define dump(x) cout << #x << " : " << x << endl
#define LINE cout << "line : " << __LINE__ << endl
#define dumpV(v) cout << #v << " : ["; for(auto& t : v) cout << t << ", "; cout<<"]" << endl
#define STOP assert(false)
#else
#define dump(x) ;
#define LINE     ;
#define dumpV(v);
#define STOP     ;
#endif
#define mp make_pair

namespace std{
  template<class S,class T>
  ostream &operator <<(ostream& out,const pair<S,T>& a){
    out<<'('<<a.fi<<", "<<a.se<<')';
    return out;
  }
}


typedef double D;
const D EPS = 1e-10;
using P = valarray<D>;
const P Origin = {(D)0.0, (D)0.0, (D)0.0};
#define x(P) (P)[0]
#define y(P) (P)[1]
#define z(P) (P)[2]
#define SQ(Q) ((Q)*(Q))
#define curr(P, idx) (P)[(idx)]
#define next(P, idx) (P)[((idx)+1)%(P).size()]
#define prev(P, idx) (P)[((idx)+(P).size()-1)%(P).size()]
namespace std {
    bool operator < (const P& a, const P& b) {
        if(x(a) != x(b)) return x(a) < x(b);
        if(y(a) != y(b)) return y(a) < y(b);
        return z(a) < z(b);
    }
}


struct L : array<P, 2> {
    L() {at(0) = at(1) = Origin;}
    L(const P& a, const P& b) {
        at(0) = a;
        at(1) = b;
    }
};
D dot(const P& a, const P& b) {
    auto p = a*b;
    return p.sum();
}
P cross(const P& a, const P& b) {
    // P ret(3);
    // x(ret) = y(a) * z(b) - y(b) * z(a);
    // y(ret) = z(a) * x(b) - z(b) * x(a);
    // z(ret) = x(a) * y(b) - x(b) * y(a);
    // return ret;
    return a.cshift(1)*b.cshift(-1)-a.cshift(-1)*b.cshift(1);
}
D norm(const P& p) {
    return sqrt(dot(p, p));
}
//----------------------------------------
//直線・線分の当たり判定、円・直線、線分の当たり判定、距離等 verify aoj 2641
bool isHitLP(const L&l ,const P& p) {
    P v = l[1] - l[0], v1 = p - l[0];
    return abs(norm(cross(v, v1))) < EPS;
}
bool isHitSP(const L& l, const P& p) {
    P v = l[1] - l[0], v1 = p - l[0];
    P u = l[0] - l[1], u1 = p - l[1];
    return abs(norm(cross(v, v1))) < EPS && norm(v1) < norm(v) + EPS
            && abs(norm(cross(u, u1))) < EPS && norm(u1) < norm(u) + EPS; 
}
D distLP(const L& l, const P& p) {
    if(isHitLP(l, p)) return (D)0.0;
    P AB = l[1] - l[0];
    P AP = p - l[0];
    if(abs(norm(AB)) < EPS) return norm(AP);
    return norm(cross(AB, AP)) / norm(AB);
}
D distSP(const L& l, const P& p) {
    if(isHitSP(l, p)) return (D)0.0;
    return min({norm(p - l[0]), norm(p - l[1]), distLP(l, p)});
}
struct C{
    P p;
    D r;
};
bool isHitPC(const P& p, const C& c) {
    return norm(p - c.p) < c.r + EPS;
}
vector<P> crossPointLC(const L&l ,const C& cir) {
    P s = l[0] - cir.p;
    P d = l[1] - l[0];
    auto A = dot(d, d), B = dot(d, s), C = dot(s, s) - SQ(cir.r);
    auto DD = (SQ(B) - A * C);
    vector<D> t;
    if(abs(DD) < 0) t.pb(B / A);
    else if(DD < 0) ;
    else {
        t.pb((-B + sqrt(DD)) / A);
        t.pb((-B - sqrt(DD)) / A);
    }
    vector<P> ret;
    rep(i, t.size()) ret.push_back(s + d * t[i]);
    rep(i, ret.size()) ret[i] += cir.p;
    return ret;
}
vector<P> crossPointSC(const L&l ,const C& c) {
    vector<P> ps = crossPointLC(l, c);
    sort(all(ps));
    auto it = ps.begin();
    while(it != ps.end()) {
        assert(abs(norm(*it - c.p) - c.r) < EPS);
        if(isHitSP(l, *it)) ++it;
        else it = ps.erase(it);
    }
    return ps;
}
bool isHitLC(const L& l, const C& c) {
    return distLP(l, c.p) < c.r + EPS;
}
bool isHitSC(const L& l, const C& c) {
    return crossPointSC(l, c).size() > 0;
}

struct Plane {
    P p;
    P n; // 法線ベクトル
    Plane(const P& _p, const P& _n) : p(_p), n(_n){ 
        n /= norm(n);
        assert(abs(norm(n) -1.0) < EPS);
    }
    Plane(const P& a, const P& b, const P& c) {
        p = a;
        n = cross(b - a, c - a);
        n /= norm(n);
        assert(abs(norm(n) -1.0) < EPS);
    }
};
struct Triangle : array<P, 3>{
    Triangle(){rep(i, 3) at(i) = Origin;}
    Triangle(const P& a, const P& b, const P& c) {
        at(0) = a;
        at(1) = b;
        at(2) = c;
    }
};
D distPlaneP(const Plane& pl, const P& p) {
    return abs(dot(p - pl.p, pl.n));
}
bool isHitPlaneS(const Plane& pl, const L& s) {
    return (dot(s[0] - pl.p, pl.n) * dot(s[1] - pl.p, pl.n) < EPS);
}
P crossPointPlaneS(const Plane& pl, const L& s) {
    assert(isHitPlaneS(pl, s));
    assert((abs(dot(s[0]-pl.p, pl.n))+abs(dot(s[1]-pl.p, pl.n))) > EPS);
    return s[0] + (s[1]-s[0])*(abs(dot(s[0]-pl.p, pl.n)) / (abs(dot(s[0]-pl.p, pl.n))+abs(dot(s[1]-pl.p, pl.n))));
}
bool isHitTriangleP(const Triangle& tri, const P& p) {
    Plane pl = {tri[0], tri[1], tri[2]};
    if(!(distPlaneP(pl, p) < EPS)) return false;
    vector<P> c(3);
    rep(i, 3) {
        c[i] = cross(next(tri, i) - curr(tri, i), p - next(tri, i));
    }
    auto a = dot(c[0], c[1]);
    auto b = dot(c[0], c[2]);
    return a > -EPS && b > -EPS;
}


int main(){
    P s, t;
    D x, y, z;
    cin >> x >> y >> z;
    s = {x, y, z};
    cin >> x >> y >> z;
    t = {x, y, z};
    Triangle tr;
    rep(i, 3) {
        cin >> x >> y >> z;
        tr[i] = P{x, y, z};
    }
    Plane pl(tr[0], tr[1], tr[2]);
    L l(s, t);
    if(!isHitPlaneS(pl, l)) {
        cout << "HIT" << endl;
        return 0;
    }
    auto p = crossPointPlaneS(pl, l);
    if(isHitTriangleP(tr, p)) {
        cout << "MISS" << endl;
    }    
    else {
        cout << "HIT" << endl;
    }
    return 0;
}
