You'd run Havoc in separate threads on a spare CPU, or the renderer, or the audio engine. Game engines are inherently designed with distinct building blocks like that in mind, that are slotted together. Multi-threading the CPU intensive ones (if possible, bearing in mind the performance penalties that can be had with multi-threading) is usually the first step to take.
The physics engine is what I'd take a look at first, since it's usually an inherently multi-threaded design anyway. Run the renderer and audio (and other peripheral code) on one CPU, put Havoc (physics) on the other.