This is a fun one because the .woz file was created not by analyzing a flux image of an original disk, but by the original developer's master maker program. Several years ago, a "friend of Larry [Sherman]" posted a collection of floppies on eBay which included several maker disks, the source code to several of his games, and — somewhat amusingly — pirated copies of Locksmith, presumably used for testing his own games' protections. You can download the maker disk here:
BTW the copy protection is amazing and multi-layered and definitely written by a guy who knew everything about the hacking and cracking tools (hardware and software) that were available at the time. Structurally, it stores data on consecutive half-tracks, which is virtually impossible to copy without disk-specific knowledge of the data delimiters used on each chunk. But the game is a single-loader, so Larry knew he had to do more to defeat people with memory capture cards. So...
Randomly during gameplay, the game checksums part of the bootloader that persists in lower memory. This code is never used after boot, but he gives up an entire page of memory to keep it around anyway so he can checksum it repeatedly and make sure it's still there and hasn't been tampered with. Checksum failure means that you didn't boot from the original disk — which, instead of simply rebooting or displaying an error, triggers the code to jump to an uninitialized address in memory.