Agree with Loktofeit, more information would be helpful. I can offer some basic suggestions though. First, if you're reading data line-by-line from text files, that is generally the slowest method. Especially if each word consumes an individual line. You can usually get a significant performance boost by reading fewer lines with more characters in them. So for example, 10 words in one line with a delimiter and using 'GetStringToken2()' can usually be loaded much faster than loading 10 separate lines with one word each (repeated many times over at least). You may need to establish limits for character lengths, but once set up, the performance benefit can increase more with the more words involved.
Another effective approach is to save your text files as memblock files. So basically, have another program that loads your text files into memblock(s) and then saves them out with 'CreateFileFromMemblock()'. Then when you load them in your game, use 'CreateMemblockFromFile()' and read the values from the memblock directly when needed. Using this approach can also use a lot less memory, which is very important on mobile platforms as massive arrays can take a huge hit on mobile device memory resources (frequently causing more crashes). It's a little more challenging to set things up this way since you need to define the character lengths of the strings you save, but if you run into memory limitation issues and/or loading performance, it can help a lot.
Searching, as Loktofeit mentioned would be another approach. It will just depend on what it is you are trying to do and how you need to achieve it.