Reaching is the art of pushing through the caul of the Gauntlet, anchoring oneself, then pulling through into the Hisil. To an outsider, it looks like vanishing into nothingness, with a quick rush and pop of air coming in to fill the void.
Normally, werewolves need to Reach at a locus. The dice pool depends on which direction the werewolf is traveling. To enter the world of Spirit, roll 10 - Harmony. To enter the world of Flesh, roll Harmony. Apply the modifier from the Gauntlet to the dice pool. Werewolves with Harmony 3 or lower don't require a locus to enter the Shadow. Werewolves with Harmony 8 or higher don't require a locus to enter the physical world.
Modifiers: Staring into a reflective surface (+1), crossing into the Shadow during the day (-2), Crossing into the Flesh during the day (+2)
Bodily crossing from one world to another takes a locus and time; two turns per level of Gauntlet strength. A character crossing over vanishes at the start of the transition and reappears on the other side at the end. An exceptional success or spending a point of Essence results in crossing instantly.
The Gauntlet
The membrane between worlds isn't a simple barrier, but a medium of its own that those crossing between material and Hisil have to push through. The Gauntlet's strength or thickness depends on a wide range of factors in both worlds, not all of which a werewolf can know. The Gauntlet is generally strengthened by the presence of humans. The tumult of human emotion and activity keeps the world of Flesh and Spirit apart, and simultaneously generates new spirits and the Essence they feed on.
Location
Dense Urban Areas (Strength 5, Dice Modifier -3)
City Suburbs/Towns (Strength 4, Dice Modifier -2)
Small Towns/Villages (Strength 3, Dice Modifier -1)
Wilderness/Countryside (Strength 2, Dice Modifier 0)
Locus (Strength 1, Dice Modifier +2)
Verge (Strength 0, Dice Modifier N/A)
As Paradi City is a dense, urban area almost in its entirety, the Gauntlet strength is high in many places. That's only as a general rule, however. The Hosts, unchecked until recently, have influenced the Gauntlet in many different areas. As a result, the strength of it can change quickly and rapidly. Individual locations in the city might also have lower or thicker ratings as well. While the above represent good default values, Paradi City is a very large place, and the number might vary significantly depending were the werewolf is.
Trailblazing
Werewolves can cross over into the Spirit or Flesh as part of what they are. Other beings are more limited and don't have the inner spiritual nature that lets them easily cross the Gauntlet. Some mages display the ability to do so and at least one pack has reported seeing a vampire in the Hisil as well, but by and large, werewolves are the most common supernatural entity that regularly traverse between worlds.
The Uratha can choose to bring others with them across the Gauntlet. Oftentimes, a pack will cross together. One Uratha acts as the trailblazer and makes the roll on behalf of all pack members. This allows them to cross over and reappear at the same time, together. Wolf-Blooded can also cross the Gauntlet with a werewolf trailblazing for them. Once in the Spirit, however, they can't return to the Flesh without their guide or stumbling upon a Verge. This isn't a breaking point for a Wolf-Blood though they may certainly find it unusual.
A werewolf could take a normal human across the Gauntlet as well, though this would be viewed as a breach of the Oath by nearly every Forsaken, if it were discovered. Any human being taken across the Gauntlet instantly suffers a breaking point per the Lunacy rules. A normal human in the world of Spirit is in a great deal of peril and has no way to return to the material world without outside help or stumbling upon a Verge.
Another supernatural creature could be taken across the Gauntlet as well. Unless that being is vulnerable to Lunacy, they don't suffer a breaking point.
In any case, a werewolf can't forcibly drag an unwilling being across the Gauntlet. If the other being resists, the attempt automatically fails. Resistance is an active process, however, and an unconscious or otherwise completely disabled target can be slipped over.