Mate In 3, Not 4

Logic Level 4

White to play and mate in 3. (Black plays optimally throughout.)

Give the coordinates of the landing squares of White's first, second, and third moves as a six-digit number. E.g. if White's first move was Kc1, the first two digits would be 31; if White's second move was Nd3, the third and fourth digits would be 43, and so on.

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