Okay how about posting some of the actual code so we can actually see what you are doing?
If I get you right, you need the 3rd line for SPengar and the 1st line for the username right? If so, load all the data into a struct if it's only this much:
C#:
public struct MyStruct
{
public string SPengar;
public string Line2;
public string Username;
}
C#:
public MyStruct LoadData(string path)
{
MyStruct myData = new MyStruct();
try
{
FileStream file1 = new FileStream(path, FileMode.Open);
StreamReader data = new System.IO.StreamReader(file1);
myData.Username = data.ReadLine();
myData.Line2 = data.ReadLine();
myData.SPengar = data.ReadLine();
}
catch
{
//Error for missing file
}
return myData;
}
Also, about saving and loading data:
1. If you have a huge chunk of data, you do Dr Super Good's 1st advice and load the needed data into a buffer via a FileStream.
2. If you want to save usernames and passwords, hash them. Having them means online or multi-user usage, so these should not be accessed (can be still cracked but it takes someone who is willing to take his time and knows what he is doing). Better being safe than sorry.
3. If you want to save game state (units on the map, their orders, quests, heroes, etc.) you better use MVC (Model-View-Control = separating data, graphics data/rendering, algorithms/game logic) and serialize the model for saving. With that you pretty much download any serializer class and save everything with a single function, and load it back as well. Or write one. Or use the native one (if you want to go nuts when Microsoft changes the serializer). Native serializers are
C#:
System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
System.Runtime.Serialization.DataContractSerializer
System.Runtime.Serialization.DataJSONContractSerializer
System.Xml.Serialization.XmlSerializer
Use the one you like the most. But, if you aren't as lazy as I am when I'm making something for myself, don't use these and get a manually coded serializer class. Also, BinaryFormatter creates data that can not be read properly by the user (except for string data, like the forementioned passwords), and I think it's the fastest out of these.