EDIT: and pretty much any early dungeon crawl that required graph paper and had a timed light supply... tedious when mapping, infuriating when you find out that your one row or one column off...
See, for me, I love the more complex dungeons. In recent years Skyrim, KoA:R, Fallout 3 (and NV), just to name a few, the whole linear single path through the dungeons seem so artificial and inconsistent. Give me side tunnels and multiple ways through the dungeon every time.
For me, amongst the most frustrating include some of the later Xwing missions. There was this one where you had to do a flyby of transports so that you could "Scan and identify" the proper transport. Only if you took any time at all scanning them, they escaped and then you lost the mission. You had to basically know which freighter had the cargo and focus on that or you lost. And most of the missions beyond that point were all of a similar design. You had to know what was expected and execute it EXACTLY and immediately as intended or have to do it over again.
Second on my list is Everquest. I played it for a year until I realized that the entire game was designed around slowing you down from advancing and making you sit and wait for EVERYTHING. Wait for spell power. Wait for healing. Wait for monsters to spawn. Wait for the "Special" drop. Wait for team members. Wait for the area you wanted to 'Farm' to be free. Wait, wait, wait...... Just plain frustrating.
Also DA2. this game was frustrating from the aspect that they took out any and all tactics and replaced them with bosses that had Bajillions of hitpoints and Uber attacks, and they added unreasonable cool downs on things like healing and potions. Ok, it was also frustrating from the perspective that it crapped all over the series, but that was a separate issue.