diff --git a/SVSim.BattleNode/Bridge/IMatchingBridge.cs b/SVSim.BattleNode/Bridge/IMatchingBridge.cs
index 0092326..33147c3 100644
--- a/SVSim.BattleNode/Bridge/IMatchingBridge.cs
+++ b/SVSim.BattleNode/Bridge/IMatchingBridge.cs
@@ -15,8 +15,6 @@ public interface IMatchingBridge
/// connect WS within 60s.
/// - Bot: must be null. One viewer expected;
/// opponent runs in client.
- /// - Scripted: currently null; future
- /// server-driven bot config rides on .
///
///
PendingMatch RegisterBattle(BattlePlayer p1, BattlePlayer? p2, BattleType type);
diff --git a/SVSim.BattleNode/Bridge/MatchContext.cs b/SVSim.BattleNode/Bridge/MatchContext.cs
index b5b81d2..62a6862 100644
--- a/SVSim.BattleNode/Bridge/MatchContext.cs
+++ b/SVSim.BattleNode/Bridge/MatchContext.cs
@@ -1,8 +1,8 @@
namespace SVSim.BattleNode.Bridge;
///
-/// Per-battle player snapshot captured at do_matching time and replayed into the scripted
-/// lifecycle on WS connect. SVSim.BattleNode does not know how to build this — the HTTP-side
+/// Per-battle player snapshot captured at do_matching time and replayed into the
+/// server-authored frame lifecycle on WS connect. SVSim.BattleNode does not know how to build this — the HTTP-side
/// per-mode controller is the source. Snapshot semantics: cosmetic changes between matching
/// and WS connect have no effect on the in-battle render.
///
diff --git a/SVSim.BattleNode/Bridge/MatchingBridge.cs b/SVSim.BattleNode/Bridge/MatchingBridge.cs
index ad74daf..7214382 100644
--- a/SVSim.BattleNode/Bridge/MatchingBridge.cs
+++ b/SVSim.BattleNode/Bridge/MatchingBridge.cs
@@ -6,7 +6,7 @@ namespace SVSim.BattleNode.Bridge;
///
/// In-process implementation of . The HTTP-side
/// matching queue calls once it has decided "these two
-/// play each other" or "this viewer is solo (bot/scripted)."
+/// play each other" or "this viewer is solo (bot)."
///
public sealed class MatchingBridge : IMatchingBridge
{
diff --git a/SVSim.BattleNode/Protocol/IMsgBody.cs b/SVSim.BattleNode/Protocol/IMsgBody.cs
index b1c7fb2..fafe9ca 100644
--- a/SVSim.BattleNode/Protocol/IMsgBody.cs
+++ b/SVSim.BattleNode/Protocol/IMsgBody.cs
@@ -3,7 +3,7 @@ namespace SVSim.BattleNode.Protocol;
///
/// Marker for every type that can appear as .
/// Implementers fall into two camps: typed records used on the outbound path
-/// (one per scripted frame shape) and used on the inbound
+/// (one per server-authored frame shape) and used on the inbound
/// path. The marker exists so the envelope can carry either without falling
/// back to object.
///
diff --git a/SVSim.BattleNode/Sessions/BattleSessionPhase.cs b/SVSim.BattleNode/Sessions/BattleSessionPhase.cs
index 4bfb3ea..7375486 100644
--- a/SVSim.BattleNode/Sessions/BattleSessionPhase.cs
+++ b/SVSim.BattleNode/Sessions/BattleSessionPhase.cs
@@ -1,8 +1,8 @@
namespace SVSim.BattleNode.Sessions;
///
-/// Where we are in the v1 scripted lifecycle. Drives which scripted frames the session pushes
-/// in response to inbound emits.
+/// Where we are in the v1 server-authored frame lifecycle. Drives which server-authored frames
+/// the session pushes in response to inbound emits.
///
public enum BattleSessionPhase
{
diff --git a/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs b/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs
index 6d76df4..f591f30 100644
--- a/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs
+++ b/SVSim.BattleNode/Sessions/Dispatch/Handlers/PlayActionsHandler.cs
@@ -6,7 +6,7 @@ namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
/// PvP PlayActions translator (vanilla deck-card slice). Synthesizes the opponent-facing
/// knownList from the sender's idx->cardId map + the orderList move op, renames targetList ->
/// oppoTargetList, drops orderList, consumes keyAction. Token plays (idx>deck) degrade silently to
-/// {playIdx,type} (no knownList). Scripted/Bot drop (no rule).
+/// {playIdx,type} (no knownList). Bot drop (no rule).
internal sealed class PlayActionsHandler : IFrameHandler
{
public IReadOnlyList Handle(FrameDispatchContext ctx)
diff --git a/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndActionsHandler.cs b/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndActionsHandler.cs
index 96d95c1..fbd4db9 100644
--- a/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndActionsHandler.cs
+++ b/SVSim.BattleNode/Sessions/Dispatch/Handlers/TurnEndActionsHandler.cs
@@ -4,7 +4,7 @@ namespace SVSim.BattleNode.Sessions.Dispatch.Handlers;
/// PvP TurnEndActions: the sender's orderList is dropped; the opponent receives an
/// empty body (it only flips _sendEcho + runs the opponent's end-of-turn triggers via the
-/// opponent's own engine). Scripted/Bot drop.
+/// opponent's own engine). Bot drop.
internal sealed class TurnEndActionsHandler : IFrameHandler
{
public IReadOnlyList Handle(FrameDispatchContext ctx)
diff --git a/SVSim.BattleNode/Sessions/IBattleParticipant.cs b/SVSim.BattleNode/Sessions/IBattleParticipant.cs
index cb31188..1c0b539 100644
--- a/SVSim.BattleNode/Sessions/IBattleParticipant.cs
+++ b/SVSim.BattleNode/Sessions/IBattleParticipant.cs
@@ -5,9 +5,9 @@ namespace SVSim.BattleNode.Sessions;
///
/// One side of a battle. Two of these are held by a BattleSession; the session
-/// brokers between them. Concrete impls (added in subsequent Phase-1 tasks):
+/// brokers between them. Concrete impls:
///
-/// - RealParticipant — WS-backed.
+/// - RealParticipant — WS-backed (used for BattleType.Pvp).
/// - NoOpBotParticipant — silent; for BattleType.Bot (AI-passive).
///
///
@@ -23,19 +23,17 @@ public interface IBattleParticipant : IAsyncDisposable
/// Session calls this to deliver a frame from the OTHER participant
/// (or a server-synthesized broadcast). Real impl: encode + WS-send.
- /// NoOp: swallow. Scripted: may emit a response via .
+ /// NoOp: swallow.
/// True for control frames (BattleFinish, JudgeResult, ack);
/// bypasses playSeq assignment + archive.
Task PushAsync(MsgEnvelope envelope, bool noStock, CancellationToken ct);
/// Participant fires this when it has a frame to send TO the session
- /// (its own gameplay action). Real impl: fires on WS recv. NoOp: never fires.
- /// Scripted: fires from inside PushAsync when the scripted lifecycle wants to
- /// respond to an inbound frame.
+ /// (its own gameplay action). Real impl: fires on WS recv. NoOp: never fires.
event Func? FrameEmitted;
/// Drives the participant's inbound loop. For Real: the WS read loop
- /// (returns when the WS closes). For NoOp/Scripted: completes immediately (the
+ /// (returns when the WS closes). For NoOp: completes immediately (the
/// session keeps running as long as the OTHER participant's RunAsync is alive).
Task RunAsync(CancellationToken ct);
diff --git a/SVSim.BattleNode/Sessions/Participants/RealParticipant.cs b/SVSim.BattleNode/Sessions/Participants/RealParticipant.cs
index 727fc0e..1374031 100644
--- a/SVSim.BattleNode/Sessions/Participants/RealParticipant.cs
+++ b/SVSim.BattleNode/Sessions/Participants/RealParticipant.cs
@@ -287,7 +287,7 @@ public sealed class RealParticipant : IBattleParticipant, IHasHandshakePhase
/// (used by its stockEmitMessageMgr.GetSelectData lookup); it's NOT on the wire.
///
///
- /// In scripted/Bot mode the server has no opponent to forward touches to; ack-only is
+ /// In Bot mode the server has no opponent to forward touches to; ack-only is
/// correct. PvP-side forwarding semantics are unverified — see
/// docs/audits/battle-node-sio-events-2026-06-02.md.
///
diff --git a/SVSim.Database/Models/BotRosterEntry.cs b/SVSim.Database/Models/BotRosterEntry.cs
index 5a8ce79..b9b081a 100644
--- a/SVSim.Database/Models/BotRosterEntry.cs
+++ b/SVSim.Database/Models/BotRosterEntry.cs
@@ -13,7 +13,7 @@ namespace SVSim.Database.Models;
///
/// Cosmetic ids (sleeve / emblem / degree / field) MUST resolve in
/// SBattleLoad.LoadOpponentAssets; placeholder 1s left the client hanging on
-/// "Waiting for opponent". Prod-verified values come from the Scripted bot fixture.
+/// "Waiting for opponent". Prod-verified values were captured from live prod traffic.
///
public class BotRosterEntry : BaseEntity
{