Here's whatever little factoids I can contribute if my brain can recall that far back.
I started in 2005 and loved the idea of True Tavern, and would like to see it again (but I don't want to hijack this thread about that). I thought it was really neat finding tokens in the Tavern among the props - I know I found one in the fire place under the cauldron and I think I found a minor rumor under a cat prop - hehe. I probably also spent too much of my actual Dungeon time looking around the floor for tokens than paying attention to what I was supposed to be doing. As I recall, you could enter the tavern up to 30 minutes before your time slot, and after you had completed the dungeon, you could stay for as long as you liked, but once you left, you'd need to pay to get back in. I remember the price being $5, not $3 (but maybe it was $5 in a later year?). Drinks were sold through The Marriot by one of the Marriot workers, dressed quite formally, at a small bar. It detracted from the ambiance of the Tavern.
In a later year, admittance to the tavern outside of your time slot was $5. You would purchase a silver True Tavern token for $5, and give it to the doorman(bouncer?) when you entered. I still have 2 of these tokens.
Here's what I can remember about 2005 True Heroes -
I played Black Panther. I believe Spider-Man, Captain America and The Wasp were also in my group.
In the first room, there was a story about a villain escaping (I don't recall who) and we had to track him (I think this was explained via a monitor/screen?) The villain went down a tunnel and it was suggested that player playing Black Panther (me) was to use our heightened sense of smell to figure out what tunnel our villain used to leave. Perfume bottles were used for this puzzle - one was the villain's scent, and you needed to figure out which tunnel had the perfume bottle of the same scent.
In one the following rooms we encountered The Hulk being mind controlled. I think we needed to incapacitate him in combat.
In another room there was a puzzle/large box. For this puzzle, the story was that The Wasp was small enough to enter a machine (I think it may have been the device being used to control The Hulk's mind), and either press some buttons/cut some wires/manipulate the innards of the machine. Teamwork was needed for this puzzle since all other party members could see (I think due to some filter) which areas/nodes needed to be manipulated, but The Wasp couldn't - and the other party members needed to communicate to The Wasp, where to strike. Whoever was playing The Wasp received some sort of bracelet with essentially a laser pointer attached. Three attempts were allowed to get this correct.
In another room we encountered Sub-Mariner, who I recall being angry at us about something. Someone in our party wanted to role play with Sub-Mariner/Room GM to solve the issue, but I don't think the script allowed for it, but the GM gave it his best! Honestly, I don't remember what was done in this room.
Here's where I get pretty foggy - The last room had multiple villains, and quite a lot going on. I do recall either in that room or throughout the .. uhh.. dungeon.. seeing Spider-Man's mask and Captain America's shield. It's possible if we picked them up we would have had an advantage. For some reason, I recall someone from on top of the wall (or through a hole in the wall) hitting us with nerf darts every so often, which would incapacitate a player (honestly.. this part is pretty foggy).
2005 True Heroes combat was done with a magnetic ball and target (as in a bullseye). It was a yellow circle on the wall with a smaller red circle in the middle. The sizes of these circles would vary depending on how difficult the combat/villain/to hit was supposed to be. I think if you hit in the yellow area, it would stun the villain for one round, while hitting in the red area would incapacitate the villain.
Black Panther's special combat ability was upon a successful hit, Black Panther could make another attack.
For each successful completion of a True Heroes room, we were given a VS card. I think the idea was there were abilities on the cards we could have used to aid us on the adventure - Unfortunately, no one in my party understood that. All the VS cards we collected by the last room GM upon exiting True Heroes.