#include <bits/stdc++.h>
using namespace std;
int read() {
  int w = 0, f = 1;
  char c = ' ';
  while (c < '0' || c > '9') c = getchar(), f = c == '-' ? -1 : f;
  while (c >= '0' && c <= '9') w = w * 10 + c - 48, c = getchar();
  return w * f;
}
int A[200005], ch[200005][2], val[200005], pri[200005], siz[200005], sz;
void update(int x) { siz[x] = 1 + siz[ch[x][0]] + siz[ch[x][1]]; }
int ne(int v) {
  siz[++sz] = 1;
  val[sz] = v;
  pri[sz] = rand();
  return sz;
}
int merge(int x, int y) {
  if (!x || !y) return x + y;
  if (pri[x] < pri[y]) {
    ch[x][1] = merge(ch[x][1], y);
    update(x);
    return x;
  } else {
    ch[y][0] = merge(x, ch[y][0]);
    update(y);
    return y;
  }
}
void split(int now, int k, int &x, int &y) {
  if (!now)
    x = y = 0;
  else {
    if (val[now] <= k)
      x = now, split(ch[now][1], k, ch[now][1], y);
    else
      y = now, split(ch[now][0], k, x, ch[now][0]);
    update(now);
  }
}
int kth(int now, int k) {
  while (1) {
    if (k <= siz[ch[now][0]])
      now = ch[now][0];
    else if (k == siz[ch[now][0]] + 1)
      return now;
    else
      k -= siz[ch[now][0]] + 1, now = ch[now][1];
  }
}
struct node1 {
  int val, pos;
} a[200005];
struct node2 {
  int k, p, pos, ans;
} q[200005];
bool cmp1(node1 x, node1 y) {
  return x.val != y.val ? x.val > y.val : x.pos < y.pos;
}
bool cmp2(node2 x, node2 y) { return x.k < y.k; }
bool cmp3(node2 x, node2 y) { return x.pos < y.pos; }
int n, m;
signed main() {
  n = read();
  for (int i = 1; i <= n; i++) A[i] = a[i].val = read(), a[i].pos = i;
  sort(a + 1, a + n + 1, cmp1);
  m = read();
  for (int i = 1; i <= m; i++) q[i].k = read(), q[i].p = read(), q[i].pos = i;
  sort(q + 1, q + m + 1, cmp2);
  int nowk = 0, root = 0, x, y;
  for (int i = 1; i <= m; i++) {
    while (nowk != q[i].k) {
      nowk++;
      split(root, a[nowk].pos, x, y);
      root = merge(merge(x, ne(a[nowk].pos)), y);
    }
    q[i].ans = A[val[kth(root, q[i].p)]];
  }
  sort(q + 1, q + m + 1, cmp3);
  for (int i = 1; i <= m; i++) printf("%d\n", q[i].ans);
  return 0;
}
