Anyway, the rule of thumb is that if you're dealing with mortals who are sufficiently feeble compared to you or replaceable compared to each other that you don't lose much from trying to threaten them or train them with operant conditioning even if it doesn't work and they get fighty about it, you should rule through fear, but if you're dealing with mortals who are powerful enough or individually useful enough that you really don't want to fight them, you should do something that won't fail catastrophically if it fails. If you think in these terms while wearing the phylactery, Asmodeus should have a reasonably easy time telling you whether you'd be making a mistake to deal with a particular person a particular way.
Now, undead. There's a sense in which undead are simpler to deal with mortals, both because command undead is second-circle for wizards and lasts days per level or clerics can learn to co-opt them with channeled negative energy and because most thinking undead are made by taking a mortal and carving large parts off of them or fixing moving parts in place (which doesn't necessarily make them simpler - a symmetrical snowflake is easier to describe than one that's had holes punched in it, even if it contains more atoms, and a working transit - uh, a working highway system is simpler to understand than one where some of the roads are blocked and you've got to route around - but which tends to make for a simpler mind). Mortals like calling undead crazy, which is a bit of a pot and a kettle situation, but there's something to it: animal emotions aren't rational but at least approximate rationality, because traits are heritable and Golarion culls the egregiously incompetent; start ripping random bits and bobs and tracts out of an animal's mind and who knows what it'll do.
(Not that becoming undead is purely subtractive - most intelligent undead gain mental stats and many of them gain bonus feats. Becoming undead adds predatory instincts, and useful combat instincts, and new social instincts, and might improve processing speed and memory, and of course it tends to add hunger and malice.)
The general rule for a limited mind like you or I trying to take advantage of an undead is not to be subtle unless you have a very confident model of the undead you're dealing with. Don't try and conduct an undead monster like a somnambulist by delicate or imaginary strings. Either put the mind-whammy on your zombie or figure out what the undead wants and arrange the universe such that doing what you want is overwhelmingly obviously the way to get that thing, and never put yourself in a situation where the undead could kill you if something unexpectedly sets it off.
However, you've got a phylactery of faithfulness and can bounce your ideas off of Asmodeus, and the advice is very different if you do have a confident model of an undead creature's psychology - necropsychology's bugginess makes a ripe field for exploits. Some of the more common exploits include that undead tend to have extremely low empathy, which, if they're not under the control of a progenitor undead, means that they can be easier than mortals to turn against each other or divide and conquer. The dumber sapient undead are usually extremely food-motivated, unless they have a different obsession; most undead have an obsession or three. Undead often have problems with extreme and inflexible beliefs or emotions - for instance, an undead might be either systematically overconfident, or pathologically pessimistic, and if an undead doesn't have a hair-trigger temper it might not feel anger at all. If the undead doesn't have incredible Int and/or excellent Wis and makes decisions based on how it's feeling in the moment, once you've identified a fixed emotion you can get predictable behavior - undead are sometimes possible to trap in loops doing the same thing with little variation (especially but not exclusively undead which lean depressive rather than manic), until something changes their situation or random fluctuations in the thoughts they think causes them to evaporate at room temperature (uh, where "evaporate" is a term which here means "decide to do something different") or a subtle change that's been incrementally building because an activation barrier spills over the top and catalyzes a rapid transformation.
(These generalizations apply even to the more mentally complete undead like liches and vampires (if less so) and to some extent apply to outsiders and deities derived from ex-mortal undead even if they no longer run on negative energy (this describes a larger fraction of the demon lords and evil gods than you might think), but don't apply very well to undead which were never mortal, so, like, if you meet a grim reaper, you should throw out everything I told you and begin from first principles.)