diff --git a/Doc/MIS/Blaze_Brigade.XML b/Doc/MIS/Blaze_Brigade.XML
deleted file mode 100644
index 92f298cd8f4fb445f9136f3968fbf9d198ccabb1..0000000000000000000000000000000000000000
--- a/Doc/MIS/Blaze_Brigade.XML
+++ /dev/null
@@ -1,285 +0,0 @@
-<?xml version="1.0"?>
-<doc>
-    <assembly>
-        <name>Blaze_Brigade</name>
-    </assembly>
-    <members>
-        <member name="T:Model.Archer">
-            <summary>
-            Archer class to be implemented
-            </summary>
-        </member>
-        <member name="T:Model.Unit">
-            <summary>
-            Unit Interface
-            Warrior, mage and archer will extend this interface
-            </summary>
-        </member>
-        <member name="F:Blaze_Brigade.CharInfoScreen.components">
-            <summary>
-            Required designer variable.
-            </summary>
-        </member>
-        <member name="M:Blaze_Brigade.CharInfoScreen.Dispose(System.Boolean)">
-            <summary>
-            Clean up any resources being used.
-            </summary>
-            <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
-        </member>
-        <member name="M:Blaze_Brigade.CharInfoScreen.InitializeComponent">
-            <summary>
-            Required method for Designer support - do not modify
-            the contents of this method with the code editor.
-            </summary>
-        </member>
-        <member name="T:Blaze_Brigade.Resource1">
-            <summary>
-              A strongly-typed resource class, for looking up localized strings, etc.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.ResourceManager">
-            <summary>
-              Returns the cached ResourceManager instance used by this class.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.Culture">
-            <summary>
-              Overrides the current thread's CurrentUICulture property for all
-              resource lookups using this strongly typed resource class.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1._2archer">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1._2archer_attack">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1._2archer_stats">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1._2mage">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1._2mage_attack">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1._2mage_stats">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1._2warrior">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1._2warrior_attack">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1._2warrior_stats">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.archer">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.archer_attack">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.archer_stats">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.attack">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.attack_confirm">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.attackableNode">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.confirm_attack">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.Game_Map">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.instructions1">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.instructions2">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.instructions3">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.items">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.mage">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.mage_attack">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.mage_stats">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.MenuImage">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.move">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.moveableNode">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.wait">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.warrior">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.warrior_attack">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="P:Blaze_Brigade.Resource1.warrior_stats">
-            <summary>
-              Looks up a localized resource of type System.Drawing.Bitmap.
-            </summary>
-        </member>
-        <member name="M:Controller.Program.Main(System.String[])">
-            <summary>
-            The main entry point for the application.
-            </summary>
-        </member>
-        <member name="T:Controller.Game">
-            <summary>
-            Main Controller for game
-            </summary>
-        </member>
-        <member name="F:View.HowToPlay.components">
-            <summary>
-            Required designer variable.
-            </summary>
-        </member>
-        <member name="M:View.HowToPlay.Dispose(System.Boolean)">
-            <summary>
-            Clean up any resources being used.
-            </summary>
-            <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
-        </member>
-        <member name="M:View.HowToPlay.InitializeComponent">
-            <summary>
-            Required method for Designer support - do not modify
-            the contents of this method with the code editor.
-            </summary>
-        </member>
-        <member name="F:View.HowToPlay2.components">
-            <summary>
-            Required designer variable.
-            </summary>
-        </member>
-        <member name="M:View.HowToPlay2.Dispose(System.Boolean)">
-            <summary>
-            Clean up any resources being used.
-            </summary>
-            <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
-        </member>
-        <member name="M:View.HowToPlay2.InitializeComponent">
-            <summary>
-            Required method for Designer support - do not modify
-            the contents of this method with the code editor.
-            </summary>
-        </member>
-        <member name="F:View.HowToPlay3.components">
-            <summary>
-            Required designer variable.
-            </summary>
-        </member>
-        <member name="M:View.HowToPlay3.Dispose(System.Boolean)">
-            <summary>
-            Clean up any resources being used.
-            </summary>
-            <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
-        </member>
-        <member name="M:View.HowToPlay3.InitializeComponent">
-            <summary>
-            Required method for Designer support - do not modify
-            the contents of this method with the code editor.
-            </summary>
-        </member>
-        <member name="F:View.MainMenu.components">
-            <summary>
-            Required designer variable.
-            </summary>
-        </member>
-        <member name="M:View.MainMenu.Dispose(System.Boolean)">
-            <summary>
-            Clean up any resources being used.
-            </summary>
-            <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
-        </member>
-        <member name="M:View.MainMenu.InitializeComponent">
-            <summary>
-            Required method for Designer support - do not modify
-            the contents of this method with the code editor.
-            </summary>
-        </member>
-    </members>
-</doc>
diff --git a/src/Blaze-Brigade/Blaze_Brigade/BronzeBow.cs b/src/Blaze-Brigade/Blaze_Brigade/BronzeBow.cs
index 1a57e9a2447d8def426d7af6fcf96525e2141ef7..a41a0e94acdcdc9f4feb81d01b32ca8b2c378746 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/BronzeBow.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/BronzeBow.cs
@@ -4,27 +4,38 @@ using System.Linq;
 using System.Text;
 
 namespace Model
+{
+    /// <summary>
+    /// Ranged weapon.
+    /// </summary>
+
+    /**
+    * This class represents a ranged weapon.
+    * It implements the Weapon interface.
+    */
+    class BronzeBow : Weapon
     {
-        class BronzeBow : Weapon
-        {
-            private int minRange;
-            private int maxRange;
-            public int modStr { get; }
-            public int modInt { get; }
-            public int modSkill { get; }
-            public string name { get; }
-            public int[] range { get; }
+        private int minRange;
+        private int maxRange;
+        public int modStr { get; }
+        public int modInt { get; }
+        public int modSkill { get; }
+        public string name { get; }
+        public int[] range { get; }
 
-            public BronzeBow()
-            {
-                modStr = 3;
-                modSkill = 10;
-                modInt = 0;
-                range = new int[2] { 2, 2 };
-                name = "Bronze Bow";
-            }
+        /**
+        Constructs a Bronze Bow.
+        */
+        public BronzeBow()
+        {
+            modStr = 3;
+            modSkill = 10;
+            modInt = 0;
+            range = new int[2] { 2, 2 };
+            name = "Bronze Bow";
         }
     }
+}
 
 
 
diff --git a/src/Blaze-Brigade/Blaze_Brigade/BronzeSword.cs b/src/Blaze-Brigade/Blaze_Brigade/BronzeSword.cs
index e75d5cd8e55a91a26977a57aa008a4a1f720d66a..5f10ae04bc8b338c798a26114b93be6982ae8f20 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/BronzeSword.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/BronzeSword.cs
@@ -4,6 +4,14 @@ using System;
 
 namespace Model
 {
+    /// <summary>
+    /// Melee weapon.
+    /// </summary>
+
+    /**
+    * This class represents a melee weapon.
+    * It implements the Weapon interface.
+    */
     class BronzeSword : Weapon
     {
         private int minRange;
@@ -14,6 +22,9 @@ namespace Model
         public string name { get; }
         public int[] range { get; }
 
+        /**
+        Constructs a Bronze Sword.
+        */
         public BronzeSword()
         {
             modStr = 5;
diff --git a/src/Blaze-Brigade/Blaze_Brigade/FireBall.cs b/src/Blaze-Brigade/Blaze_Brigade/FireBall.cs
index 9d87188584aabc43fcfdb03301d3060e3187bbd3..ffdccb9f7ead3d64996a97f3827b18d57abc2800 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/FireBall.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/FireBall.cs
@@ -5,6 +5,14 @@ using System.Text;
 
 namespace Model
 {
+    /// <summary>
+    /// Magic based weapon.
+    /// </summary>
+
+    /**
+    * This class represents a magic based weapon.
+    * It implements the Weapon interface.
+    */
     class Fireball : Weapon
     {
         private int minRange;
@@ -15,6 +23,9 @@ namespace Model
         public string name { get; }
         public int[] range { get; }
 
+        /**
+        Constructs a Fireball.
+        */
         public Fireball()
         {
             modStr = 1;
diff --git a/src/Blaze-Brigade/Blaze_Brigade/GameFunction.cs b/src/Blaze-Brigade/Blaze_Brigade/GameFunction.cs
index 3ce33d4651cfc8ad5684d877c88075f309bf76f4..3b4e3f8ad747fcfd7a6fa0d6a7332f28dc020371 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/GameFunction.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/GameFunction.cs
@@ -8,10 +8,20 @@ using View;
 
 namespace Controller
 {
-    // This class holds useable functions in the scope of the entire gameplay
+    /// <summary>
+    /// Contains functions pertaining to the general game.
+    /// </summary>
+
+    /**
+    * This class holds useable functions in the scope of the entire gameplay.
+    */
     static class GameFunction
     {
-        // returns whether an enemy unit is in range of the unit
+        /**
+        Returns whether an enemy unit is in range of the specified unit.
+            \param graph Graph representing the current game map.
+            \param unit Unit to find enemies for.
+        */
         public static bool isAnEnemyUnitInRange(Graph graph, Unit unit)
         {
             if (enemyUnitsInRange(graph, unit).Count == 0)
@@ -21,14 +31,22 @@ namespace Controller
             return true;
         }
 
-        // returns whether or not the enemy unit is within attack range of unit
+        /**
+        Returns whether or not the specified enemy unit is within attack range of the specified unit.
+            \param graph Graph representing the current game map.
+            \param unit Specified playable unit.
+            \param enemyUnit Specified enemy unit.
+        */
         public static bool isEnemyUnitInRange(Graph graph, Unit unit, Unit enemyUnit)
         {
             Node attackNode = graph.getNode(enemyUnit.Position.Item1, enemyUnit.Position.Item2);
             return isNodeAttackable(unit.getClass(), unit.Position.Item1, unit.Position.Item2, attackNode);
         }
 
-        // sets all units to "not moved" upon start of a turn
+        /**
+        Must be called upon the start of a new turn. Resets all unit buttons and game states.
+            \param player Player of the new turn.
+        */
         public static void startTurn(Player player)
         {
             // set all buttons to active
@@ -54,7 +72,11 @@ namespace Controller
             GameState.beforeMove = true;
         }
 
-        // returns all enemy units in strict attack range of the specified unit
+        /**
+        Returns all enemy units in strict attack range of the specified unit.
+            \param graph Graph representing the current game map.
+            \param unit Unit to find enemy units for.
+        */
         public static LinkedList<Unit> enemyUnitsInRange(Graph graph, Unit unit)
         {
             //TODO: int range = unit.getEquippedWeapon().getRange();    // use this to determine all hitable squares
@@ -73,7 +95,10 @@ namespace Controller
             return enemyUnitsInRange;
         }
 
-        // checks if specified unit can perform actions
+        /**
+        Returns whether or not the specified unit can perform actions.
+            \param unit Specified unit.
+        */
         public static bool hasUnitFinishedActions(Unit unit)
         {
             if (!unit.isButtonActive(ButtonType.AttackConfirm))
@@ -87,6 +112,9 @@ namespace Controller
             return false;
         }
 
+        /**
+        Returns whether or not the current turn is over.
+        */
         public static bool isTurnOver()
         {
             foreach (Unit unit in GameState.currentPlayer.getUnits())
@@ -99,14 +127,22 @@ namespace Controller
             return true;
         }
 
-        // checks lose/win conditions to determine if game is over
+        /**
+        Returns whether or not the game is over, based off win conditions.
+        */
         public static bool isGameOver()
         {
             // TODO
             return false;
         }
 
-        // checks if the node is attackable based on the unit's class and position
+        /**
+        Checks whether or not a specified node is attackable based on the unit's class and position.
+            \param unitType The class of the unit.
+            \param unitX The x coordinate of the unit (by nodes).
+            \param unitY The y coordinate of the unit (by nodes).
+            \param attackNode The specified attack node.
+        */
         // I THINK THIS WOULD WORK MUCH SIMPLER BASED ON EQUIPPED WEAPON NOT UNIT TYPE!!
         // IF logic < equippedweapon.range or IF logic < weapon with highest range.
         private static bool isNodeAttackable(UnitType unitType, int unitX, int unitY, Node attackNode)
@@ -142,16 +178,20 @@ namespace Controller
             return false;
         }
 
-        // returns a list of nodes that the unit can move onto
+        /**
+        Returns a list of nodes that the unit can move onto.
+            \param graph Graph representing the current game map.
+            \param Specified unit.
+        */
         public static LinkedList<Node> setMovableNodes(Graph graph, Unit unit)
         {
             LinkedList<Node> moveableNodes = new LinkedList<Node>();
             Node currentNode = graph.getNode(unit.Position);
 
             // iterate through all nodes in the graph
-            for (int x = 0; x < graph.getWidth(); x++)
+            for (int x = 0; x < graph.Width; x++)
             {
-                for (int y = 0; y < graph.getHeight(); y++)
+                for (int y = 0; y < graph.Height; y++)
                 {
                     // if a path exists to that node, add it to list of moveable nodes
                     if (pathFinder(graph, unit, currentNode, graph.getNode(x, y)) != null && !graph.getNode(x, y).isOccupied())
@@ -164,7 +204,11 @@ namespace Controller
             return moveableNodes;
         }
 
-        // returns a list of nodes that the unit can attack on (ie. used for highlighting attackable nodes)
+        /**
+        Returns a list of nodes that the unit can perform an attack on. Assumes the unit has not yet moved.
+            \param graph Graph representing the current game map.
+            \param unit Specfied unit.
+        */
         public static LinkedList<Node> getAttackableNodes(Graph graph, Unit unit)
         {
             LinkedList<Node> attackableNodes = new LinkedList<Node>();
@@ -173,9 +217,9 @@ namespace Controller
             foreach (Node moveableNode in GameState.moveableNodes)
             {
                 // iterate through entire grid to determine attackable nodes for moveable node
-                for (int x = 0; x < graph.getWidth(); x++)
+                for (int x = 0; x < graph.Width; x++)
                 {
-                    for (int y = 0; y < graph.getHeight(); y++)
+                    for (int y = 0; y < graph.Height; y++)
                     {
                         if (isNodeAttackable(unit.getClass(), moveableNode.getPositionX(),
                             moveableNode.getPositionY(), graph.getNode(x, y)))
@@ -189,13 +233,18 @@ namespace Controller
             return attackableNodes;
         }
 
+        /**
+        Returns whether or not the specified enemy unit is within attack range of the specified unit. Assumes the unit has already moved.
+            \param graph Graph representing the current game map.
+            \param Specified unit.
+        */
         public static LinkedList<Node> getAttackRangeAfterMoving(Graph graph, Unit unit)
         {
             LinkedList<Node> attackableNodes = new LinkedList<Node>();
             Tuple<int, int> currentPosition = unit.Position;
-            for (int x = 0; x < graph.getWidth(); x++)
+            for (int x = 0; x < graph.Width; x++)
             {
-                for (int y = 0; y < graph.getHeight(); y++)
+                for (int y = 0; y < graph.Height; y++)
                 {
                     if (isNodeAttackable(unit.getClass(), currentPosition.Item1, currentPosition.Item2, graph.getNode(x, y)))
                     {
@@ -207,7 +256,13 @@ namespace Controller
             return attackableNodes;
         }
 
-        // returns list of nodes representing the path from start node to end node; if no path is valid, return null
+        /**
+        Returns a list of nodes representing the path from start node to end node; if not path is valid, return null.
+            \param graph Graph representing the current game map.
+            \param unit Unit to move.
+            \param start Start Node of the path.
+            \param end End Node of the path
+        */
         public static LinkedList<Node> pathFinder(Graph graph, Unit unit, Node start, Node end)
         {
             // TODO: (OPTIONAL, IGNORE FOR NOW) incorporate movability of nodes in the calculation
@@ -256,7 +311,11 @@ namespace Controller
             return null;
         }
 
-        // returns movable adjacent nodes; used for BFS path finding
+        /**
+        Returns moveable adjacent nodes of the specified node. Used for BFS path finding.
+            \param graph Graph representing the current game map.
+            \param Node to get moveable adjacent nodes of.
+        */
         private static LinkedList<Node> getAdjacentNodes(Graph graph, Node node)
         {
             LinkedList<Node> adjacentNodes = new LinkedList<Node>();
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Graph.cs b/src/Blaze-Brigade/Blaze_Brigade/Graph.cs
index 084db86e60b28adb6e418cecffe5cadd601f800b..764f4cd1bdae494a4fc1b63a5a2cddc668829cc7 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Graph.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Graph.cs
@@ -6,18 +6,41 @@ using Microsoft.Xna.Framework;
 
 namespace Model
 {
+    /// <summary>
+    /// Structure that represents the game map.
+    /// </summary>
+
+    /**
+    * Programmatical representation of the map grid.
+    * Composed of Nodes that represent each tile on the grid.
+    */
     class Graph
     {
-        private int numberOfNodes;  // total number of nodes in the graph
-        private int width;          // width of the graph (by number of nodes)
-        private int height;         // height of the graph (by number of nodes)
-        private Node[,] nodes;      // list of nodes in the graph
+        private Node[,] nodes;
+
+        /**
+        Returns the total number of nodes in the graph.
+        */
+        public int NumberOfNodes { get; }
+        /**
+        Returns the width of the graph (by number of nodes).
+        */
+        public int Width { get; }
+        /**
+        Returns the height of the graph (by number of nodes).
+        */
+        public int Height { get; }
 
+        /**
+        Creates a graph.
+            \param x Width of the graph.
+            \param y Height of the graph.
+        */
         public Graph(int x, int y)
         {
-            this.width = x;
-            this.height = y;
-            numberOfNodes = x * y;
+            Width = x;
+            Height = y;
+            NumberOfNodes = x * y;
 
             // initialize nodes inside the graph
             nodes = new Node[x, y];
@@ -30,16 +53,20 @@ namespace Model
             }
         }
 
-        public int getNumberOfNodes()
-        {
-            return numberOfNodes;
-        }
-
+        /**
+        Returns the node on the graph at the specified position (by nodes).
+            \param x X position of the node (by nodes).
+            \param y Y position of the node (by nodes).
+        */
         public Node getNode(int x, int y)
         {
             return nodes[x, y];
         }
 
+        /**
+        Returns the node on the graph at the specified position (by pixel coordinates).
+           \param pixelCoordinates Pixel coordinates of the node, which contains the X coordinate and Y coordinate.
+       */
         public Node getNode(Vector2 pixelCoordinates)
         {
             int x = (int) Math.Floor(pixelCoordinates.X / 32);
@@ -47,35 +74,24 @@ namespace Model
             return nodes[x, y];
         }
 
+        /**
+        Returns the node on the graph at the specified position (by nodes).
+           \param position Position of the node, which contains the X position and Y position (by nodes).
+       */
         public Node getNode(Tuple<int, int> position)
         {
             return nodes[position.Item1, position.Item2];
         }
 
+        /**
+        Sets the node at the specified position on the graph to the specified node.
+           \param node Node to set.
+           \param x X position of the node (by nodes).
+           \param y Y position of the node (by nodes).
+       */
         public void setNode(Node node, int x, int y)
         {
             nodes[x, y] = node;
         }
-
-        public int getWidth()
-        {
-            return width;
-        }
-
-        public int getHeight()
-        {
-            return height;
-        }
-
-        public void setAllNodesUnmarked()
-        {
-            for (int i = 0; i < width; i++)
-            {
-                for (int j = 0; j < height; j++)
-                {
-                    nodes[i, j].isMarked = (false);
-                }
-            }
-        }
     }
 }
diff --git a/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs b/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs
index e408c8c49e840c2c9400792583184bab0f799abc..283ea2883272d843e64f21f74cbf993a79fc237a 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs
@@ -12,12 +12,23 @@ using System.Diagnostics;
 
 namespace Controller
 {
+    /// <summary>
+    /// Handles all user mouse input.
+    /// </summary>
+
+    /**
+    * This class performs appropriate actions in response to user mouse input.
+    */
     static class MouseHandler
     {
         private static MouseState lastMouseState;          // this state allows for detection of a single click (not click and hold)
         private static MouseState currentMouseState;
         private static TurnState turnState = TurnState.Wait;
 
+        /**
+        Performs appropriate actions in response to mouse input.
+            \param graph Graph representing the current game map.
+        */
         public static void updateMouse(Graph graph)
         {
             lastMouseState = currentMouseState;
@@ -125,14 +136,23 @@ namespace Controller
             }
         }
 
-        // sets selection of unit state inside GameFunction and the unit itself
+        /**
+        Sets selection of unit state inside GameState.
+            \param unit Unit to set selection of.
+            \param selected Indicates whether or not a selection is occuring.
+        */
         private static void setSelectedUnit(Unit unit, bool selected)
         {
             GameState.playableUnitSelected = selected;
             GameState.selectedUnit = unit;
         }
 
-        // if unit exists where user clicked (that belongs to player), return it; else, return null
+        /**
+        If unit exists where user clicked (that belongs to player), return it; else, return null.
+            \param clickedNode Node where user has clicked.
+            \param positionClicked position (by node) of where the user has clicked.
+            \param player Player that is currently moving.
+        */
         private static Unit getUnitOnNodeClicked(Node clickedNode, Vector2 positionClicked, Player player)
         {
             for (int i = 0; i < player.getNumOfUnits(); i++)
@@ -150,7 +170,12 @@ namespace Controller
             return null;
         }
 
-        // update the unit's position to the clicked position
+        /**
+        Updates the unit's position to the clicked position.
+            \param graph Graph representing the current game map.
+            \param position Position (by node) to move the unit to.
+            \param path Path to move the unit along.
+        */
         private static void updateUnitPosition(Graph graph, Vector2 position, LinkedList<Node> path)
         {
             Unit unit = GameState.selectedUnit;
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Node.cs b/src/Blaze-Brigade/Blaze_Brigade/Node.cs
index c448fd6fe4b63d19ea31e5a28066851dcfcf3974..411274ce565d0c39880ff279b1048fc2086423d8 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Node.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Node.cs
@@ -6,16 +6,44 @@ using System.Text;
 
 namespace Model
 {
+    /// <summary>
+    /// Structure that represents a tile on the game map grid.
+    /// </summary>
+
+    /**
+    * Programmatical representation of a tile on the map grid.
+    * Holds information pertaining to the tile.
+    */
     class Node
     {
-        public int movabilityObstruction { get; set; } // index for hindrance of the movability of a unit; 0 = no hindrance-TODO
-        public bool isObstacle { get; set; } // indicates whether a unit can stand inside the tile
-        public Unit unitOnNode { get; set; } // holds the unit that is on the node
-        public bool isMarked { get; set; }  // used for BFS path finding    
-        private int positionX;              // position x on the grid
-        private int positionY;              // position y on the grid
-        
+        /**
+        Index for hindrance of the movability of a unit.
+            The higher the index, the less a unit can move through the tile.
+            Set to 0 by default (no hindrance).
+        */
+        public int movabilityObstruction { get; set; } // TODO
+        /**
+        Indicates whether a unit can stand inside the tile.
+        */
+        public bool isObstacle { get; set; }
+        /**
+        Gets and sets the unit that is on the node.
+        */
+        public Unit unitOnNode { get; set; }
+        /**
+        X position of the node on the grid.
+        */
+        private int positionX;
+        /**
+        Y position of the node on the grid.
+        */
+        private int positionY;
 
+        /**
+        Creates a node.
+            \param x X position of the node on the graph (by node).
+            \param y Y position of the node on the graph (by node).
+        */
         public Node(int x, int y)
         {
             positionX = x;
@@ -24,23 +52,34 @@ namespace Model
             isObstacle = false;             // default to non-obstacle tile
         }
 
+        /**
+        Returns the position of the node on the graph.
+        */
         public Vector2 getPosition()
         {
             Vector2 position = new Vector2(getPositionX()*32, getPositionY()*32);
             return position;
         }
 
+        /**
+        Returns the X position of the node on the graph.
+        */
         public int getPositionX()
         {
             return positionX;
         }
 
+        /**
+        Returns the Y position of the node on the graph.
+        */
         public int getPositionY()
         {
             return positionY;
         }
 
-        // indicates whether node is occupied by a unit
+        /**
+        Indicates whether the node is occupied by a unit.
+        */
         public bool isOccupied()
         {
             if (unitOnNode != null)
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Player.cs b/src/Blaze-Brigade/Blaze_Brigade/Player.cs
index 63c3b8dd8a0e53d91cacbba15789217671930829..3af48d118f5a63de38cbb7dfe1e10b4f6cdc30bf 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Player.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Player.cs
@@ -5,26 +5,46 @@ using System.Text;
 
 namespace Model
 {
+    /// <summary>
+    /// Represents a Player in the game.
+    /// </summary>
+
+    /**
+    * Holds information pertaining to a Player in the game.
+    */
     class Player
     {
         private LinkedList<Unit> ownedUnits;    // units that the player owns
                                                 // if a unit dies, REMOVE from this list and put into a "dead" pile.
 
+        /**
+        Creates a player. Initializes a list of player owned units.
+        */
         public Player()
         {
             ownedUnits = new LinkedList<Unit>();
         }
 
+        /**
+        Returns all player owned units.
+        */
         public LinkedList<Unit> getUnits()
         {
             return ownedUnits;
         }
 
+        /**
+        Returns the total number of player owned units.
+        */
         public int getNumOfUnits()
         {
             return ownedUnits.Count;
         }
-        // Tells whether a specified unit is owned by the player
+
+        /**
+        Indicates whether the player owns the specified unit.
+            \param unit Specified unit.
+        */
         public bool ownsUnit(Unit unit)
         {
             if (ownedUnits.Contains(unit))
@@ -34,6 +54,10 @@ namespace Model
             return false;
         }
 
+        /**
+        Adds the specified unit to the player's units.
+            \param unit Unit to be added.
+        */
         public void addUnit(Unit unit)
         {
             ownedUnits.AddLast(unit);
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Weapon.cs b/src/Blaze-Brigade/Blaze_Brigade/Weapon.cs
index f02612294fc1c1165b8a40a1ceaaaa07c9debbce..11558e55c994cb8b0ec847a846b1f96d79c11a73 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Weapon.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Weapon.cs
@@ -5,12 +5,35 @@ using System.Text;
 
 namespace Model
 {
+    /// <summary>
+    /// Weapon Interface to be implemented when creating new weapons.
+    /// </summary>
+
+    /**
+    * This is the interface to be used when creating new weapons.
+    * The only differences in weapons will be their statistics.
+    */
     interface Weapon
-    {   
-        String name { get; } // for inventory 
-        int modStr { get; } //weapon strength
+    {
+        /**
+        Returns the name of the weapon.
+        */
+        String name { get; }
+        /**
+        Returns the weapon strength.
+        */
+        int modStr { get; }
+        /**
+        Returns the weapon intelligence.
+        */
         int modInt { get; } //weapon int
-        int modSkill { get; } //weapon skill
-        int[] range { get; } //weapon range[minimum range, maximum range]
+        /**
+        Returns the weapon skill.
+        */
+        int modSkill { get; }
+        /**
+        Return the range of the weapon, where range[minimum range, maximum range].
+        */
+        int[] range { get; }
     }
 }